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Spellbooks

 

Laembrose’s Workbook

 

Description:

 

A sheaf of papers bound together into a thin book roughly 18" (H) by 8" (W) by 1/2" (T). The covers are of heavy leather which has been tooled to resemble scales then stained a dark blue. The cover feels cool and slightly damp to the touch. A single white pearl (5Ogp) is inset into the spine of the book. as the iris of a pupilless eye. The book is closed with a heavy bronze clasp which shows no signs of corrosion. Rotating the pear! in its socket releases the clasp on the book.

 

The book contains 48 pages; the remainder have been torn out. The first page contains the rune of Laembrose; it is speculated that this page once held some protective spell.

 

The the next pages each contain one spell in the following order: firewater, unseen servant, Laembrose’s Indelible Ink, metamorphose liquids, Otiluke’s Bubbling Buoyancy, detect thoughts, web, waves of weariness, forcewave, alter text, watermark, water breathing, and desiccate.

 

The final page contains a cipher (Spellcraft or Decipher Script check to break DC = 30) which reads:

 

I come from a deceiver’s past,

Look over my shoulder,

Behind and speak fast,

To see what looks behind the glass.

 

Secret page has been used to conceal additional spells within the book. If the Workbook is turned over to be read from back to front and the word ‘fast’ is spoken in infernal over the book, the hidden pages are revealed in reversed script which can be rendered upright by a mirror or by extended study as per learning a foreign mage’s script. The hidden pages contain the following additional spells: obscuring mist, glassfog, puddlejump, cloud of bewilderment, sleet storm, ice storm, wall of ice, and fluid armor.

 

Each page has been watermarked and written in indelible ink. The book is impervious to damage by normal water and normal fire. The book saves versus magical fire at + 6.

 

Firewater (Conjuration [Creation])

 

Level: Sor/Wiz 1

Components: V, S, M

Casting Time: 1 action

Range: Close (30 ft.)

Area: 10 ft. radius

Duration: 2 minutes

Saving Throw: Special

Spell Resistance: Yes

 

The caster douses an area with magically created alchemist’s fire. The area is coated with alchemist’s fire (see PH). Each object or creature in the area of effect is treated as if having been struck by a flask. The material component for the spell is a drop of alchemist’s fire.

 

Laembrose’s Indelible Ink (Transmutation)

 

Level: Sor/Wiz 1

Components: V, S, M

Casting Time: 1 minute

Range: Touch

Target: Ink for one page/ level

Duration: Permanent

Saving Throw: No

Spell Resistance: No

 

The mage makes a document immune to ruin by water or normal wear. This spell transforms any normal ink into a permanent dye. Indelible ink will not run, smear, or smudge and is steadfast in the presence of water and other solvents. The paper, however, gains no such protections. If used on a completed document, it is transformed at the rate of one per caster level. Else, unused ink is transformed for future use. Scrolls treated with this spell receive a +2 bonus on saves. The material component for this spell is sea salt.

 

Metamorphose Liquids (Transmutation)

 

Level: Sor/Wiz 1

Components: S, M

Casting Time: 1 action

Range: Touch

Target: Up to one pint/ level

Duration: Permanent

Saving Throw: No

Spell Resistance: No

 

The caster transforms one type of non-magical liquid into another. By putting a drop of the desired product on his tongue and touching the recipient liquid, the caster concentrates for one full minute as the change takes place (maxium of 5 pints). Any interruption during this time negates the spell. Non-potables cannot be manufactured by this spell. It is possible to create poison (if a formulation is known to caster) by use of this spell if the caster makes a successful Alchemy check (DC = 30). In such a case, one dose per caster level is created (maximum 5 doses). Further, the caster automatically suffers the full effects of the poison from willingly ingesting it.

 

Otiluke’s Bubbling Buoyancy (Transmutation)

 

Level: Sor/Wiz 1

Components: V, S, M

Casting Time: 1 action

Range: Medium (50 ft. + 10 ft./ level)

Area: 10 ft.2/ 3 levels

Duration: 5 minutes/ level

Saving Throw: Reflex negates

Spell Resistance: Yes

 

The caster fills a liquid with a stream of bubbles that lift objects to the surface. The area is filled with bubbles which lift up to 100 lbs./ caster level to the surface at the rate of 30 ft. per round. Objects on the surface remain there until the spell expires, or they escape the area of effect. An unwilling creature escapes the casting with a successful Reflex Save. This spell is most often used to recover underwater objects or save drowning characters. The material components for the spell are a cork and a handful of bromine salts.

 

Alter Text (Transmutation)

 

Level: Sor/Wiz 2

Components: V, S, M

Casting Time: 1 minute

Range: Touch

Target: Special (see below)

Duration: Permanent

Saving Throw: None (possible forgery check)

Spell Resistance: No

 

The mage can rearrange the text in a document. This spell allows the caster to rearrange any non-magical written word, letter, or symbol to a modified form. This spell can only affect writings on relatively soft surfaces, and is completely ineffective on metal or stone. One word or symbol may be altered per caster level. The handwriting style of the caster is adopted into the document unless the caster specifically attempts otherwise. In such case, a successful forgery check is required. The altered document radiates a faint aura of magic for a day following alteration. Ink color and composition remain those of the original document. The uses of this spell are numerous: encryption of text after writing, adding hidden text to borders and pictures, rewriting messages, and forgery as a few examples. The material components for the spell are a burning candle made from doppelganger fat, a stylus from a magical beast, and ink containing the blood of a chameleon.

 

Watermark (Transmutation)

 

Level: Sor/ Wiz 2

Components: V, S, M

Casting Time: 1 minute

Range: Touch

Target: One page

Duration: Until discharged

Saving Throw: No

Spell Resistance: No

 

The mage imbues paper objects with resistance to fire. Pages protected by this spell radiate a faint magical aura. During the casting of the spell, a specially prepared solution is poured over the document. The document assumes a cool, slightly damp texture until the spell is discharged or dispelled. When a protected page comes into contact with fire, the spell forces the liquid from the paper to protect it from combustion. Non-magical fires are unable to ignite the paper for one minute per caster level; any unused duration is wasted. Magical fire consume this spell immediately but grant a +4 circumstance bonus to the object’s save. Once discharged, the spell is gone, and the protection must be renewed. This spell is subject to permanency. The material component for this epsll is a solution of rare salts extracted and concentrated from seawater. It costs 10gp to prepare enough solution to protect one page.

 

Waves Of Weariness (Illusion [Figment])

 

Level: Sor/Wiz 2

Components: V, S, F

Casting Time: 1 action

Range: Close (40 ft.)

Target: One creature

Duration: 2 minutes

Saving Throw: Fortitude negates

Spell Resistance: Yes

 

The caster makes the subject believe it is exhausted. A successful Fortitude Save negates the effect. Otherwise, the creature becomes exhausted for one minute. Exhausted creatures move only at half movement speed and suffer a -6 penalty to Strength and Dexterity scores. The second round, the creature is fatigued; a fatigued creature may not initiate charges or double movement and suffers a -2 penalty to Strength and Dexterity scores. The spell ends at the beginning of the third round. The focus for the spell is a desert stone.

 

Desiccate (Transmutation)

 

Level: Sor/Wiz 3

Components: V, S, M

Casting Time: 1 action

Range: Medium (10 ft./ level)

Area: 30 ft. cube

Duration: Instantaneous

Saving Throw: Fortitude partial

Spell Resistance: Yes

 

The caster draws moisture from targeted creatures. The spell inflicts a d6 per caster level (maximum 10d6) to all creatures in the area of effect. Non-corporeal creatures, outsiders, constructs, and creatures whose bodies do not contain water are unaffected. The material component for the spell is salt.

 

The Nycoptica

 

Description:

 

The Nycoptica are a set of scrolls delving into the black arts. They are contained in a purlwood coffer engraved with the indentation of a human-sized left hand with a raised skull cupped in the palm. The box is 18 inches long by 12 inches wide by 3 inches deep. The scrolls contained therein are made of leathery flayed skin (likely some minor devil or demon) with the runes burned onto the inner side. The scrolls contain a collection of information on black magic, lower planar creatures, summoning ritual magic, and spells. Possession of these scrolls cuts research time by half for black magic spells and item creation. Additionally, the following spells are contained within: no light*, chill touch**, death grimace*, tongue tendrils*, blood burn***, embalm***, shriveling*, spectral hand**, lesion***, guttering*** candle, vampire mist***     (* BVD  **PH   *** This text)

 

While not all spells in the Nycoptica are “evil”, they have use to those studying the black arts.

 

Blood Burn  (Transmutation [Black Magic])

 

Level: Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Medium (10 ft./ level)

Target: One creature

Duration: 4 minutes

Saving Throw: Fortitude partial

Spell Resistance: Yes

 

The mage heats the targets blood to boiling. Over the 4 rounds the spell lasts, the target feels increasingly feverish and ill. Damage increases on each round unless the target makes a successful Fortitude Save. Damage accumulates as below:

 

Round                Damage, Failed Save           Successful Save

   1                                   d4                                         1d2

   2                                   2d4                                       1d4

   3                                   3d4                                       1d4

   4                                   4d4                                       2d4

 

This spell does double damage to creatures susceptible to heat or fire.  The undead, constructs, and outsiders are not affected by this spell.  The material component is a candle made from human fat onto which the caster drips blood each round.

 

Embalm (Necromancy [Black Magic])

 

Level: Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Close (30 ft.)

Target: One creature

Duration: Instantaneous

Saving Throw: Fortitude partial

Spell Resistance: Yes

 

The caster embalms a body. The normal application for this spell is the preservation of the dead. However, it has horrid effects on the living. A living creature targeted by this spell suffers cramping, pain and internal damage as its blood and organs congeal. Creatures failing a Fortitude Save suffer a d4 per caster level and shooting pains causing the temporary loss of  one point each to Strength, Constitution, and Dexterity scores. A successful save halves damage and dazes the creature for one round.  Lost ability scores are regained at the rate of one point per  day.  The material components for this spell are pickling brine and a frog’s heart.

 

Lesion (Necromancy [Black Magic])

 

Level: Sor/Wiz 3

Components: V, S, M, F

Casting Time: 1 action

Range: Touch

Target: One creature

Duration: 1 minute/ level

Saving Throw: No

Spell Resistance: Yes

 

The mage enchants his weapon to deal a gaping blow. This spell is cast on the mage’s melee weapon (typically dagger, knife, or staff) which glows a sickly red. The spell remains on the weapon until the caster scores a successful melee attack or the spell expires. When a hit occurs, the sickly aura pours into the target, and a fountain of blood pours forth from the point of contact causing 2d6+6 points of damage. Thereafter, the wound will continue to spray blood causing a d6 +2 points of damage per round. A cure serious wounds or better applied to the wound will stop the bleeding but lesser magics and the heal proficiency will not. This spell has no effect on the undead, constructs, or outsiders. The material component for the spell is a preserved leech.

 

Guttering Candle (Necromancy [Black Magic])

 

Level: Sor/Wiz 4

Components: V, S, M

Casting Time: 1 hour

Range: Touch

Target: One creature

Duration: Special (See text below.)

Saving Throw: Fortitude negates

Spell Resistance: Yes

 

The mage restores the ill and dying to perfect health at a terrible price. This spell is most often used by charlatans and those who delight in selling false hopes. The spell concentrates the target’s life force from the remainder of its lifespan into a handful of days. If a Fortitude Save is failed, the victim is instantly healed of all damage, disease, blindness, etc. and acts as if in the prime of life for a number of days equal to his Constitution score. At the end of this time, however, the target’s health fails rapidly, and he succumbs to a horrible, unstoppable death in the span of an hour. Once this spell has taken hold, there is no way to prevent death at the end of its duration short of a wish. Charlatan healers make use of this spell to “cure” the terminally ill, receive payment, and leave town before the spell expires. The material component for the spell is a candle made from the fat of an unborn child; the candle is burnt at both ends during the spell’s casting.

 

Vampire Mist (Necromancy [Black Magic])

 

Level: Sor/Wiz 4

Components: V, S

Casting Time: 1 action

Range: Special (See below)

Area: 10 ft. diameter cloud

Duration: Up to 1 minute/ level or discharged

Saving Throw: Fortitude partial

Spell Resistance: Yes

 

The mage creates a life draining cloud which seeks its victims. The spell creates a cloud of ghostly vapor anywhere within 30 ft. of the caster. Thereafter, the cloud has moves at a speed of 30 ft. seeking out living creatures on which to feed. The cloud is heavier than air and flows along the ground as a creature in gaseous form, but it cannot cross barriers over 10 ft. in height that have no cracks or holes. Creatures enveloped by the cloud are drained of blood for 1d8 points of damage per round and paralyzed while the cloud feeds. A successful Fortitude Save halves damage and prevents paralysis. As the cloud feeds, its ghostly pallor becomes increasingly tinted with red as it absorbs blood. When the cloud has absorbed 60 points of life force, it fades away The cloud is immune to physical blows and damage causing spells. Dispel magic destroys it. Protection from evil hedges it out as will a magic circle against evil. A gust of wind repels it and stronger air forces shred it harmlessly.

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