Forbidden Arcana - Wizard's Spell Books
Forbidden Arcana - Wizard's Spell Books
Forbidden Arcana - Wizard's Spell Books
Introduction
How many times have you, or
the players in your campaign,
defeated the evil wizard and
obtained his spellbook? Once the
inevitable fire trap is disarmed, the
rest is usually anti-climactic.
Sure, there might be a new spell or
two in there, but other than that?
Nothing.
Of course, given the way the
standard rules are written, that’s
exactly what is supposed to hap-
pen. Each spellbook is an exact
copy of every other spellbook.
How could they not be? They all
have the same number of pages.
Ultimately, of course, there is
nothing inherently wrong with
this. And yet, this spellbook rep-
resents someone’s life work. Its
style, its contents, its appearance,
all of these and more are the result
of the personality, life experiences, opinions, preferences, etc. of the both the stated material and the concepts in your campaign. By pro-
owner; it deserves something more than a rules convenient generic viding you not only with ready-made spellbooks but also with the
treatment. And that something more is what you will find in this PDF. concepts behind them, it is hoped that the next time you or the play-
As with all of the Forbidden Arcana series, the rules contained in ers in your campaign find a spellbook, it is a memorable moment
this PDF are completely optional and will hopefully inspire you to use beyond the “boom” caused by the rogue’s tripping of the fire trap.
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ROLE-PLAY ALERT!
While the mechanics of the rules concerning reading, copying, 4. A wizard who has his spellbook tattooed on his body
etc. are fine I prefer an old-school approach to spellbooks. While it (requiring some interesting contortions to read the spells).
may be convenient to have each spellbook be exactly 100 pages and 5. The evil necromancer whose spellbook’s ghoul-skin cov-
each spell take up precisely one page per spell level, this level of ers are bound with bone and the pages of which are made
standardization is just plain boring to me. of flayed humanoid skin.
Just as each wizard uses the system of arcane magical writing in Obviously, some of these wouldn’t be very feasible with the 100
his or her own way, so each spellbook should reflect the uniqueness pages/one page per spell level rule (that dwarven wizard’s book
of its owner. Not to mention the fact that discovering a new spell- would get very heavy very quickly). Maybe you decide that you can
book should be one of the greatest treasures a wizard could hope for; have one spell per page, or throw in a random element to account for
the new spellbook should definitely not look like the one that the each individual’s handwriting so that a spell takes up one page per
wizard already has and deserves a description of its own. spell level +1d4 additional pages, or that the more precious the mate-
Even if you stick with the 100 pages/one page per spell level rule rial, the less space a spell takes up. Hey, it’s magic after all.
you can make spellbooks unique just by using a sentence or two to Also, nothing says that a spellbook has to be used exclusively for
describe the look of the book (actually, it doesn’t even have to be a spells. Research notes, songs, poetry, journal entries, drawings, doo-
book per se). Leather covers can be of a wide variety of colors and dles, maps, instructions and what have you could all be found with-
have any number of designs, from family crests to graffiti, on them. in the pages of a spellbook (although inscribing these mundane items
Or you can go beyond leather and have things like: would cost no more than the ink for the page).
1. A dwarven wizard’s book with the spells etched onto Of course, don’t invest more time in creating a spellbook than
pages of beaten silver and bound by a platinum spiral your players will get out of it; a descriptive sentence or two will suf-
within gold covers (yep, it would be rather heavy). fice for a spellbook that will not otherwise be used to further some
2. The spellbook of a reclusive forest wizard who writes his element of the campaign. If you do decide to include something
spells on tree bark pages that he leaves sitting in the cor- other than spells in the book or to create a more elaborate descrip-
ner of his hut. tion, don’t do so for form’s sake. Try to have some sort of game- or
3. A desert wizard who, for lack of paper, writes his spells campaign-oriented purpose behind it; an included map is a treasure
on clay tablets, which require a box to carry (hey, where map, the instructions are instructions for the creation of a new magic
did he get the wood for the box?). item, etc
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continue to use fireball). Excellent against soft targets such as cloth Tyde is a bit of a renaissance man, having dabbled in everything
and leather and will even wear down wood if given time.” from weaponsmithing to the culinary arts, a fact that makes him an
Note that the spells in Professor Gorlikt’s spellbook do not have interesting conversationalist. The halfling is also a keen observer of
to be complete. The GM can use them as a way to introduce spell the cultures and peoples that live in the lands he has visited; he takes
research into his or her campaign. In this case, a character reading the delight in meeting new people and seeing new places. Finally, Tyde
spellbook and deciphering the notes (as above) can complete the pro- is also a competent spellcaster who has done a modicum of research
fessor’s research. The cost to complete the professor’s research is one on his own both in the areas of spell development and wondrous item
half of what it would cost to research a complete spell (the standard creation.
is 1,000 gp per week/one week per level of the spell). Thus force Stats: Tyde is a male halfling Expert 6/Wizard 3 (or any other
wave could be completed in one week at a cost of 1,000 gp rather than mid level combination of Expert and Wizard appropriate for whatev-
taking two weeks and 2,000 gp. The researcher would still have to er campaign he appears in). The following should be included when
succeed at a Spellcraft check (DC 10 + spell level) to successfully creating him as an NPC:
complete the professor’s research. 1. He is of Chaotic Neutral alignment.
Finally, Professor Gorlikt’s research spellbook is a good place for 2. His Expert class skills include Bluff, Craft
the GM to include campaign-related material such as: (Weaponsmithing), Gather Information, Profession
1. More new spells (either complete or partially complete; (Cook), and Profession (Merchant). He has maximum
none of the Illusion or Necromancy schools) or magic ranks in (Expert level +3) in Bluff, Gather Information,
items. and Profession (Merchant).
2. Introduce other magical tomes or resources (from the pro- 3. He has the feats Craft Wondrous Item and Persuasive.
fessor’s annotations and references). 4. He always carries an infallible compass (new) and trav-
Value: 350 gp (if all four spells are completed). eler’s cloak (new).
Weight: 3 lbs. Appearance: This halfling-sized spellbook is relatively thick and
bound in maroon leather that has seen much wear. A leather clasp
T YDE OF ANDHILL L secures the cover by allowing a hole in the leather to be slipped across
Background: Tyde of Landhill is a traveling halfling merchant and a brass button driven into the back cover. The pages within are of
spellcaster of some ability. His business dealings have taken him over good quality paper even though their edges are yellowed with age and
most of the region and he counts many a friend, or at least business asso- use and a small section has obvious water damage. The quality of the
ciate, in virtually every major city in those lands he has visited. writing varies from neat to rough, although it is clearly always the
Personality: Cheerful even for a halfling, Tyde is the kind of same hand.
person who makes friends easily almost anywhere. He has made, and Protection: A magic mouth (8th caster level) that triggers any-
lost, a couple of small fortunes over his brief career and these experi- time someone other than Tyde touches the book (visual trigger). The
ences have only sharpened his sense of humor and philosophy of magic mouth yells “Thief! Put me down! You don’t know who
making the best of any situation while living life one day at a time. you’re messing with! Put me down right now! You’ll be sorry!”; it
Despite this easy-going attitude, the halfling is a creature of comfort was placed there by a friend of Tyde’s.
who, although he enjoys traveling on the open road, prefers to do
sleep in a warm bed at night.
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Contents: Tyde’s spellbook serves not only as a spellbook, but 2nd level: detect thoughts, invisibility, mirror image
also as a logbook and notebook; he keeps a separate series of business In addition, it contains instructions for crafting the following
ledgers. Thus you can find journal entries, recipes, songs, and other wondrous items: infallible compass, rain cloak, and traveler’s cloak.
interesting bits of trivia collected by the halfling among its pages, all Finally, Tyde’s spellbook is a good place for the GM to include
written in the halfling tongue. Sandwiched among this miscellania campaign-related material such as:
are Tyde’s spells and even the instructions for the crafting of several 1. A description of a monster unknown to the PCs (and
magic items. While it would take a stranger some time to sift through where Tyde spotted it).
this book, and it could easily be mistaken for a normal logbook all the 2. A local legend hinting at a lost treasure (and what Tyde
while, Tyde knows just where to turn to memorize his spells. thinks of it).
The spellbook contains the following spells sandwiched in 3. A rumor or information about an item or NPC the PCs are
between the various log entries: seeking (and where Tyde heard it).
0 level: protection from insects (new), rain ward (new) Value: 1,750 gp
1st level: alarm, charm person, comprehend languages, Weight: 2 lbs.
disguise self, expeditious retreat, endure ele-
ments, mage armor, sleep, unseen servant
New Magic
Acid rain causes a steady rainfall within the area of effect. The rain
SPELLS reduces visibility by half, resulting in a –4 penalty on Spot and Search
checks, and automatically extinguishes any unprotected flames.
Acid Rain Ranged weapon attacks and Listen checks are at a -4 penalty.
Conjuration (Creation) [Acid]
The rainfall is highly acidic. Each round on your turn, starting
Level: Sor/Wiz 3 when you cast the spell, the rain deals 2d4 points of acid damage to
Components: V, S, M each creature and object within it. For every three caster levels the
Casting Time: 1 standard action acid rain falls for another round (to a maximum of 7 rounds at 18th).
Range: Close (25ft. + 5 ft./2 levels) Material Component: A pinch of sulfur.
Effect: Rain falls in a 20-ft. radius, 20 ft. high
Duration: 1 round + 1 round per three levels Allip Touch
Saving Throw: None Necromancy
Spell Resistance: No Level: Sor/Wiz 3
Components: V, S
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Rain Ward Skeleton claw strips the flesh from one of your hands and turns the
Conjuration (Creation) [Force] hand into a bony weapon that does lethal damage instead of subdual
Level: Sor/Wiz 0 damage. Your hand still causes its normal unarmed damage, i.e. 1d3
Components: V, S, M points of damage for a human, but the attack is considered to be an
“armed” unarmed attack that causes lethal damage and you do not
Casting Time: 1 standard action
suffer attacks of opportunity for attacking with it. A skeleton claw is
Range: Touch considered to be both a manufactured weapon and natural weapon for
Target: Creature touched the purpose of spells and effects that enhance or improve either man-
Duration: 1 hour/level (D) ufactured weapons or natural weapons (such as magic weapon). A
Saving Throw: Will negates (harmless) skeleton claw works exactly like your normal hand and does not inter-
Spell Resistance: No fere with spellcasting or normal functions in any way.
An invisible and barely tangible field of force surrounds the sub- Material Component: A piece of a finger bone.
ject of a rain ward spell. The field of force is strong enough to keep
the subject dry by repelling any manner of rain from a light sprinkle Skeletal Form
to a heavy downpour. It will also keep the subject dry during full Transmutation
immersion, such as when swimming. Rain ward does not protect Level: Sor/Wiz 1
against any other environmental hazards, such as fire, smoke, lack of Components: V, S, M
air, hailstones, etc. Casting Time: 1 standard action
Because it is a field of force, a rain ward entails no armor check Range: Touch
penalty, arcane spell failure chance, or speed reduction. Because it is
Target: Living creature touched
a rather weak field of force any action that causes even one point of
Duration: 1 hour/level (D)
damage, actual or subdual, immediately causes the rain ward to col-
lapse and the spell to end, letting the attack through. Unlike other Saving Throw: Will negates
force effects, rain ward does not protect against attacks by incorpore- Spell Resistance: Yes
al creatures, shattering at their first touch. Skeletal form pulls the creature’s flesh and organs into its bones in
Material Component: A drop of water. a dramatic transformation that makes the creature appear much like a
skeleton. The effect grants a variable enhancement bonus (see the fol-
Skeleton Claw lowing table) to the creature’s existing natural armor bonus as well as
Transmutation damage reduction 5/Bludgeoning for all creatures:
Level: Sor/Wiz 0
Components: V, S, M Tiny or smaller +0
Casting Time: 1 standard action Small +1
Range: Personal Medium or Large +2
Target: You Huge +3
Duration: 1 min./level (D) Gargantuan +6
Colossal +10
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Thus a medium-sized creature gains a +2 natural armor bonus in An undead creature struck by the wight touch gains 1d4x2 tem-
addition to the listed damage reduction. porary hit points for 1 hour.
Skeletal form entails no armor check penalty, arcane spell failure Material Component: A small piece of wight flesh.
chance, or speed reduction. The enhancement bonus provided by the
skeletal form takes the place of the target’s natural armor bonus (a Wraith Touch
rhino turned into skeletal form has its tough hide disappear into its Necromancy
bones). Level: Sor/Wiz 4
Focus: A piece of bone taken from a skeleton. Components: V, S, M
Casting Time: 1 standard action
Wight Touch Range: Touch
Necromancy Target: Creature or creatures touched (up to one/level)
Level: Sor/Wiz 3 Duration: Instantaneous
Components: V, S, M Saving Throw: Fortitude negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: Touch Imbuing you with negative energy, this spell allows you to drain
Target: Creature or creatures touched (up to one/level) the health of a single living humanoid with a successful melee touch
Duration: Instantaneous attack. If the attack succeeds, the subject suffers 1d6 points of tem-
Saving Throw: Fortitude negates porary Constitution damage. You can use this melee touch attack up
Spell Resistance: Yes to one time per level.
Imbuing you with negative energy, this spell allows you to drain An undead creature struck by the wraith touch gains 1d4x5 tem-
the life force of a single living humanoid with a successful melee porary hit points for 1 hour.
touch attack. If the attack succeeds, the subject gains 1 negative level. Material Component: A small piece of wraith flesh.
You can use this melee touch attack up to one time per level.
Each negative level gives a creature a –1 penalty on attack rolls,
saving throws, skill checks, ability checks, and effective level (for
determining the power, duration, DC, and other details of spells or
W ONDROUS TEMS I
special abilities).
Infallible Compass: A wondrous item of this sort can take any
Additionally, a spellcaster loses one spell or spell slot from his or number of shapes, from a divining rod that pulls the hands in the
her highest available level. Negative levels stack. direction of north, to an arrow balanced on a finger, to a stone that
Assuming the subject survives, it regains lost levels after a num- softly vibrates the closer it gets to north. Note that although such
ber of hours equal to your caster level (maximum 10 hours). Usually, items are called infallible, and they are as long as there is a ”north” to
negative levels have a chance of permanently draining the victim’s be found, they may not work in an extraplanar setting.
levels, but the negative levels from wight touch don’t last long enough Faint divination; CL 1st; Craft Wondrous Item; know direction;
to do so. Price 1,000 gp; Weight 1 lb.
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OPEN GAME LICENSE Version 1.0a equipment, magical or supernatural abili- resent that Your Contributions are Your 10 Copy of this License: You MUST
ties or effects, logos, symbols, or graphic original creation and/or You have sufficient include a copy of this License with every
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tures characters; stories, storylines, plots, 4. Grant and Consideration: In considera- Identity.
thematic elements, dialogue, incidents, tion for agreeing to use this License, the Forbidden Arcana: Wizards’ Spellbooks,
language, artwork, symbols, designs, Contributors grant You a perpetual, world- 8. Identification: If you distribute Open copyright © 2004 Michael Hammes.
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and other visual or audio representations; the Open Game Content. distributing are Open Game Content. Studio, Copyright 2002 Elmore
names and descriptions of characters, Productions, Inc.; Authors Larry Elmore
spells, enchantments, personalities, teams, 5.Representation of Authority 9. Updating the License: Wizards or its
to and Ken Whitman. Art and Illustrations by
personas, likenesses and special abilities; designated Agents may publish updated
Contribute: If You are contributing original Larry Elmore.
places, locations, environments, creatures, material as Open Game Content, You rep- versions of this License. You may use any
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Forbidden Arcana: Wizards’ Spellbooks is copyright © 2004 Michael Hammes. Cover and modify and distribute any Open Game
Content originally distributed under any
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