Minor magic books

Mythmere

First Post
The characters are about to get into the backup workshop of an epic-level wizard (the BBEG). I want to have several books in it that have some sort of game function, but aren't terribly powerful. Does anyone have some suggestions for the effects (magical or not) of reading the kind of non-spellbooks that a powerful mage would keep around for his own reference?

One example I've though of: reading this book for 1 hour grants a temporary circumstance bonus to intelligence of +1 for 1 hour.
 

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I'd give bonuses to individual spells. Bonus to DC, range, duration, damage, etc. Given a matrix of 100 spells and those five variables (including etcetera) gives you a library of 500 books. That should last you. Plus, it will also let the player make more decisions about his spell memorization. Should he memorize the magic missile that does an extra +1hp/missile damage or the one that extends 20 squares further out? You want players making as many decisions as possible, it involves them in the game more if you do.
 

Books that make illusionary sages appear and talk about various subjects.

Magical books that have illuminated scripts. (Not fancy I mean the words actually glow in the dark)

A book that summons a Beholder. (Just for a nice trap)

A book that, if read backwords, blasts everything (except the reader) with a sonic burst. (DC 20 or be stunned and deafened.)
 

I've had books IMC that gave very specific bonuses to Knowledge or skill checks.

Like, Knowledge (Monsters:vermin), or, Knowledge (Monsters:Undead). Things like that.

Or specific aspects of history.

Or bonuses to saves against very specific forms of magic "+2 to saves versus extra-planar magic", or "+2 to saves by aquatic magic". Things like that. They're great little bonuses, add some flavor, and don't unbalance anything.
 

Incantations (from UA or the d20 modern SRD) in book form, of cantrips and low-level spells. Useful-ish, but not overpowering.

A book on each school of magic, that gives bonuses if you try to learn such a spell, use detect magic or spellcraft to examine such a spell, or cast a high-level spell off a scroll.

Books which list keys to planescape-type portals, or the keys used to plane shift to a plane.
 

The library as a whole could grant a +4 to any Knowledge, (Arcana) or Spell craft check, and a +2 to any other knowledge check. An epic level Wizard would have the rescources for a compact yet complete library.

A hand ful of books that can cast certain basic spells, likie Detect Magic, Read Magic, and Identify at will by readinf an incantation. Call it one minute per level to cast. A Wizard that powerful canot be bothered to waste spell power on such trivial spells.

Several blank books that have a contingency like spell already cast on them. If they are commanded, the open to the first available page, and write anything spoken to them. Once full, they become non-magical.

If you are looking to keep the library small, you could have one book that can be used to access any book that it has touched previously. Just speak the title, and that one book could BE an entire library, one book at a time. This could potentially give the PCs access to the Wizards main library, and an easy way for him to Scry on the PCs, and know what they are looking at in his books.

Not books, but a number of small construct helpers. In the MtG card game, the was a card with several little blue clay men, 12-16 inches tall, moving stuff around on a book shelf. They would be useful, quiet, and stay out of the way. Or permanant unseen servants.
 

I have used books in this circumstance to introduce new feats that spellcasters can learn by studying the books.

Things like magic tatoos , Eldrich staffs, ...etc.

It is a type of training in my campaign.

Scott
 

Thank you, everyone. These are great ideas, and will give me excellent variety in what I put into the library.

In most cases, I'm going to grant the bonus (whatever it might be - increased skill, improved saving throws, etc) for a temporary time period following a review of the contents of the book (which will take a certain number of hours). Any feelings on whether this is enough to provide game balance?
 

I guess it depends on how concerned you are with balance. As a player, I'd have a hard time understanding why my +2 knowledge (underwater basketweaving) only last for a limited duration, after I'd already spent 3 days reading a book on the topic.

Unless there is some game-breaking reason why you would be concerned with allowing players to gain some of these things permanently, then I would go with a permanent alteration. It can easily substitute for treasure in this regard.
 

Additionally (and sorry for the double post), how would you handle CL, XP cost, and market value for books such as the following two examples:

Drawm’s Manual for Wizardly Sentinels. +4 spot bonus (erudition) for 8 hours after spending six hours studying the book. Understanding the book well enough to gain the bonus requires 3 ranks of Knowledge (Arcane), but does not require a skill check. The erudition bonus will not stack with any other erudition bonus. The effect may be gained every time the book is reviewed. Multiple readings during the same 8 hour period will not increase the erudition bonus. The book is bound in green wolfskin leather.

Mowgar’s Manual of Countercharms. A scroll in a metal tube labeled with the book’s title. +1 erudition bonus to all checks and saving throws involving enchantment spells (but not spell-like effects) for a period of 24 hours after studying the book for six hours. Will not stack with any other erudition bonus. The effect may be gained every time the book is reviewed. Multiple readings during the same 24 hour period will not increase the erudition bonus. Properly understanding the book requires six ranks in Knowledge (Arcana), although no skill check is required.
 

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