Know of any cool magical books?

tennyson

First Post
Hi Everyone,

In a campaign I'm running, the party of three level-4 PCs came across a deserted town and, long story short, found a bookshop with a "hidden room" filled with magical books.

The party cleric pocketed all of the books (which glowed when a detect magic spell was cast). Most of the books are historical records and rare tomes that are warded against unwanted readers (I figured that the wards would have glowed as though the books' contents were magical).

However, I would like some of the books to be magical themselves. What magical books, without being ridiculously over-powered (aka. suitable for a 4th level party), could be expected to be in that pile?

Thanks for the suggestions! :)
 
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tennyson said:
However, I would like some of the books to be magical themselves. What magical books, without being ridiculously over-powered (aka. suitable for a 4th level party), could be expected to be in that pile?

Steveroo posted some great ideas for this in this thread for Piratecat's game (PCat's players stay out).

Also, you can check out 101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires from Ronin Arts. May have just what you're looking for.
 

An Introduction To Pyromancy
by Innuala Nibralumu
Language: Elven
Format: Salamander-hide bound, hand-stitched duodecimo; vellum leaves; red-foil embossed cover; 312 pp
Cost/Value: 6685 gp

An Introduction to Pyromancy is a tome geared toward beginning mages. It introduces several low-level, common, fire-based spells, contains an elaborate discussion of modifying existing spells to produce fire-based effects, and extols the virtues of fire magic.

Spells
The following spells can be learned (but not cast) from An Introduction to Pyromancy:
  • Burning Hands
  • Fireball
  • Flaming Sphere
Magical Effects
If an arcane spellcaster is able to reference this book while preparing his daily allotment of spells, he may modify any spell with an elemental descriptor by changing the type of the spell to fire. This does not modify the level of the spell in any way. Additionally, as long as the spellcaster has this book in his possession, he gains a +2 resistance bonus to all saves vs. fire effects.
 

Quintessential wizard has some neat stuff on making spell books magical with specific wards and other features.

You could have one be a creature that was transformed into a book, if the magic is dispelled, the creature attacks in a fury.

You could have some pages from certain books actually be scrolls.

Perhaps a low level version of a tome of stat enhancement, but it applies to a skill instead, such as craft alchemy.
 


You can do all kinds of simple but neat stuff with books.

--Give a higher than normal bonus for Knowledge skills with a magic book. Most DMs give your standard +2 circumstance bonus if you have a related book, with magic you could make it +6 to +10 without being too unbalanced in most cases. After all, you usually don't have time to whip out the National Geographic Guide to Undead in the middle of a battle.

--A false spellbook. Mages keep this book around in their pack incase they get captured. When the captors try to decipher it or use read magic, it triggers an INT draining trap. They'll throw everything they've got at getting the contents, figuring there's gotta be something cool in there.

--An enchanted book may be a "sage in a box". Similar to the first idea, but will actually talk to you and has knowledge of 2 to 4 subjects.

--How about an automatic diary. Open it and start talking and it records everything you say. Other versions may be useful for recording conversations or verbal contracts.

--Knowledge is power. Maybe a book that lets you channel spellcasting through it for a special effect. Once per day, using the book allows you to apply a minor metamagic feat to a spell, similar to the rods in T&B.
 

The book of vile darkness!

Or a minor book of vile darkness (the book of vile naughtiness or something). nothing like a cursed item to get the party's paranoia up.
 

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