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Introduction
All wizards possess spellbooks. Even the lowest of
apprentices keep a spellbook in which they note not only
Open Game Content
All of the text in this book is presented as open game
the spells they have learned but also the lessons taught to
content. You may use this content in your own work as
them by their mentors. Some spellbooks detail the cre-
long as you follow the terms of the license. The Open
ation of life, the secrets of slaying dragons, and even
Game License is printed at the end of this book.
greater knowledge. Others are cursed, or trapped, or
harmful to the unsuspecting in some way or another. The layout, graphics, and illustrations presented in this
book are not open game content. You may not distribute
Every book is unique.
this PDF without permission of the author.
This book is designed for the use of players and
gamemasters. These pages present 101 different books for
use in any d20 fantasy campaign as well as the spells,
feats, and skills presented in some of the books. Like all 101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires is
d20 supplements it is the duty of the gamemaster to deter- copyright © 2002 Philip Reed. Artwork copy ri g h t
mine what material, if any, is permissible in his campaign. www.arttoday.com and Elmore Productions, used with permission.
Player’s may argue for the inclusion of some (or all) of the All text in this book is designated as open game content. You may
material in this book into their current campaign but as not distribute this PDF without permission of the author.
always the GM is the final arbiter of the rules used in his
games. Dungeons & Dragons® and Wizards of the Coast® are Registered
Trademarks of Wizards of the Coast and are used with permission.
1
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
Contents
The books are on pages 3 through 22 and average 5 Bone Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
books to a page. The individual book titles are not listed Burrowing Bony Digits . . . . . . . . . . . . . . . . . . . . .26
here. Call Undead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Cannibalize . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Feats Chatterbox . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Concealed Spell (Metamagic) . . . . . . . . . . . . . . . .20
Claws of the Demon . . . . . . . . . . . . . . . . . . . . . . .27
Craft of the Wise (General) . . . . . . . . . . . . . . . . . .20
Crushing Hand . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
Deep Wound (General) . . . . . . . . . . . . . . . . . . . . . .11
Darkhood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Grave Claws Strike (General) . . . . . . . . . . . . . . . . .18
Dead Man’s Eyes . . . . . . . . . . . . . . . . . . . . . . . . . .28
Improved Caster Level (General) . . . . . . . . . . . . . .15
Desiccate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Secrets of Spellcraft (General) . . . . . . . . . . . . . . . .21
Dragon Skin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Sustain Incantation (Metamagic) . . . . . . . . . . . . . .22
Evasion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Magic Items False Flavor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Amulet of Balance . . . . . . . . . . . . . . . . . . . . . . . . .18 Flame Bolt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Arrow of Animate Dead . . . . . . . . . . . . . . . . . . . . .17 Focus of the Magical Mind . . . . . . . . . . . . . . . . . .29
Arrow of Domination . . . . . . . . . . . . . . . . . . . . . . .17 Grasping Hand . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Arrow of Internal Agony . . . . . . . . . . . . . . . . . . . .17 Grave Claws . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
Arrow of Multiple Strikes . . . . . . . . . . . . . . . . . . .17 Greater Chill Touch . . . . . . . . . . . . . . . . . . . . . . . .30
Explosive Arrow . . . . . . . . . . . . . . . . . . . . . . . . . .17 Harvest Flesh . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
Infinite Quill . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 Hideous Laughter . . . . . . . . . . . . . . . . . . . . . . . . . .30
Ring of Psi-Sense . . . . . . . . . . . . . . . . . . . . . . . . . .14 Horrific Aspect . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
Ring of Rage . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 Identify Undead . . . . . . . . . . . . . . . . . . . . . . . . . . .31
Steinthor’s Tool . . . . . . . . . . . . . . . . . . . . . . . . . . .18 Keen Eyes of the Hunter . . . . . . . . . . . . . . . . . . . .31
Moonspray . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
Poisons Prolong Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
Green Rot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 Rot Flesh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
Minotaur’s Blood . . . . . . . . . . . . . . . . . . . . . . . . . .22 Secret Chest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
Ninstill’s Curse . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 Shadowbound . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
Skull’s Breath . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Shadow Aura . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
Shadow Horror . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
Skills Shatter Bone . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
Craft (Poison) . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
Skeletal Spikes . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
Knowledge (Dwarves) . . . . . . . . . . . . . . . . . . . . . .23
Snake's Speed . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
Knowledge (Necrology) . . . . . . . . . . . . . . . . . . . . .23
Spider Bite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
Knowledge (Spirit Lore) . . . . . . . . . . . . . . . . . . . .23
Spirit Knife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
Spells Sudden Grave . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
Absorb Dead Flesh . . . . . . . . . . . . . . . . . . . . . . . . .24 Sumarlidi’s Uncontrollable Fire . . . . . . . . . . . . . . .34
Acid Arrow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24 Summon Shadow Raven . . . . . . . . . . . . . . . . . . . . .34
Acidic Vapors . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24 Temporal Slam . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
Black Lightning . . . . . . . . . . . . . . . . . . . . . . . . . .24 Tiny Hut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
Black Tentacles . . . . . . . . . . . . . . . . . . . . . . . . . . .24 Touch of the Wraith . . . . . . . . . . . . . . . . . . . . . . . .35
Bleeding Wound . . . . . . . . . . . . . . . . . . . . . . . . . . .25 Uncontrollable Weeping . . . . . . . . . . . . . . . . . . . . .35
Blood Knife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25 Undetectable Aura . . . . . . . . . . . . . . . . . . . . . . . . .36
Boiling Blood . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
The Books
The following books comprise the bulk of this book. These books are a mixture of spellbooks and books of
knowledge. Gamemasters will use these books as treasure items, possessions of important NPCs, books avail-
able for sale in different shops, books to be found in libraries, or in any number of other ways. It is advised that
the GM make a mark next to a book when he uses it in his campaign so that he does not accidentally introduce
the same book twice.
Skill or spell names marked with an asterix (*) are described later in this book. Other new rules are present-
ed in the “special features” section of each book when necessary.
3
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
7. Book of Thorns
Appearance: The Book of Thorns is a dark
tome, the covers constructed of obsidian
sheets that have been enchanted to
strengthen them. The pages of the book
are simple parchment and there are over
300 pages total in the book. Magically-
fused to the covers are several bony spikes
that make the book dangerous to the touch
(Reflex save DC 15 to avoid suffering 1d4
damage if picking up the book without gloves or
other protection).
Spells: Blood Knife*, Burrowing Bony Digits*, Chill
Touch, Contagion, Darkvision, Disrupt Undead, Emotion,
Fear, Hold Portal, Incendiary Cloud, Magic Circle Mesmerize: This is a greater form of Fascinate that can
Against Good, Mirage Arcana, Phase Door, and Skeletal only be used by a bard who has studied the contents of
Spikes*. this book. It follows all of the rules of the Fascinate abil-
Special Features: The Book of Thorns is a living, evil ity except that the modifier to Spot and Listen checks is at
creature that sleeps for 100 years at a time. When sleep- a -6 penalty.
ing, the book acts like any other spellbook but it does radi-
ate evil if a check is made.When it does awaken, the book
9. Poisoner’s Handbook
transforms, changing into a skeletal humanoid that is cov- Appearance: This emerald-studded book’s electrum
ered in hundreds of spiky protrusions and has the ability cover is obviously worth a great deal but it’s the informa-
to cast any of the spells listed above, each one once per tion inside that is most valuable to those with an interest
day. in the art of poison. 30 parchment pages detail the recipes
necessary to craft three different fantasy poisons. The
8. Lanereal’s Songbook Craft (Poison)* skill is necessary to create these foul poi-
Appearance: A small book that could be easily con- sons.
fused for an accountant’s ledger or a shopkeeper’s inven- Spells: None.
tory listing, Lanereal’s Songbook is one of the plainest of Special Features: The Poisoner’s Handbook instructs
spellbooks. There are approximately 50 paper pages someone with Craft (Poison) in the art of creating the fol-
inside and the book’s covers (constructed of stiff leather) lowing three poisons.
are sewn directly to the front and back of the book, leav- ✠ Skull’s Breath: This poison in a whitish powder
ing it without a spine. ground from the skull on an animated skeleton. The skull
Spells: Detect Thoughts, Mage Armor, Mage Hand, most be ground down within five minutes of the skele-
Sleep, and Whispering Wind. ton’s destruction. The resulting powder can then be used
Special Features: Over half of the pages in Lanereal’s to coat the victim’s skin. On contact the skin of the victim
Songbook are devoted to careful study of the Bardic begins to burn and itch but it is only after a minute of time
Music ability possessed by all bards. Any bard with access has passed that the poison’s real damage comes into play.
to Lanereal’s Songbook who studies it for a solid week The victim’s skin begins to decompose at the area of con-
without interruption (other than for sleeping and eating) tact, causing one point of dama ge per round to the victim
gains the new bardic music ability, Mesmerize. for 1d6+6 rounds. Craft DC 15. Save DC 19. 1,200 gp.
4
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
✠ Green Rot: Created from a mixture of toxic plants, radius is of evil alignment the wave of energy deals dam-
green rot is a liquefied poison that must be ingested by the age to the target.
victim to be harmful. It’s a green, thick liquid with a nat-
ural odor much like that of a damp forest. Green rot eats 11. Guide to Monster Summoning
away at the body of the victim, slowly killing him from Appearance: It’s hard to believe that such a beautiful
the inside out. Green rot causes 2d6 Constitution loss on tome could be so dangerous. The book was constructed
initial damage and an additional 2d6 Constitution damage with a plain wooden cover, bound along the spine with
one minute after ingestion. Craft DC 19. Save DC 20. leather, that was then painted by a master artist centuries
2,500 gp. ago. The cover depicts a serene nature scene much like
✠ Ninstill’s Curse: Named for the assassin who first cre- those most nobles have hanging in their homes. Opening
ated it some 500 years ago, Ninstill’s Curse was designed the book, the pages are a dirty brown in color and the writ-
specifically to weaken clerics. The poison, once crafted, is ing was done using human blood for ink. The smell of
kept in two parts until it is ready to be used. The first, a death surrounds the book and all animals are frightened
thin red liquid that looks like watered down blood, is when it is brought within 5 feet of them.
mixed with the second part that is a thicker, sludge-like Spells: All monster summoning spells from the
black concoction. Once mixed the poison if effective for Player’s Handbook.
two minutes after which it is rendered useless. The poison Special Features: If this book is used during any mon-
must be ingested by the target or delivered through injury ster summoning the casting time is increased to five
(most often by coating a bladed weapon with it). When rounds but the spell functions as if it were one level high-
ingested the initial damage is 1d6 Wisdom loss and sec- er than it actually is. (Example: Summon Monster III
ondary damage is an additional 1d6 Wisdom loss. Injury would be treated as Summon Monster IV.) One page of
damage isn’t as threatening, only 1d3 Wisdom loss for the book’s remaining pages is destroyed each time it is
initial and secondary damage. Craft DC 18. Save DC 20 used in this way, the page bursting into flames as soon as
(ingested), 18 (injury). 500 gp. the spell is completed. When found the book will have
2d10+10 pages.
10. Prayers and Healing
Appearance: This holy book is massive in size, weigh- 12. Lexicon of Gnome Illusions
ing 50 pounds and measuring 30” x 40”. It is 12” thick Appearance: The book is small in size and obviously
and filled with 50 pages constructed from gold with silver created with one of the smaller humanoid races in mind.
writing inlaid into the pages. The entire book glows with It’s leather-bound with the cover dyed blue and the pages
a blue aura and, at night, is so bright that it gives as much inside edged in silver.
light as a torch. The cover is embossed with the holy sym- Spells: Dancing Light, False Flavor*, Ghost Sound,
bol of a god of healing. Hypnotic Pattern, Phantasmal Killer, and Silent Image.
Spells: None. Special Features: None.
Special Features: Besides the previously mentioned
glow, the book has the ability to levitate on command (the 13. The Magestone Manifesto
command word being the healing god’s name spoken in Appearance: The copper hinges of this square book are
reverse) and will follow the one who uttered the command a visual contrast to the bleached white bone-crafted cover.
word as long as his alignment matches that of the healing The cover is made from bones of all types and sizes that
god. The book will follow for a period of 24 hours, never have been lashed together with the intestines of some -
straying more than 10 ft. from the character no matter thing, the entire contraption then bleached and strength-
how quickly he moves or where he moves as long as no ened with a clear glue. The edges have all been sanded off
magic is involved in the character’s transportation. As to give the book perfectly smooth edges and a perfectly
soon as the character moves using magical means the square shape. Vellum pages inside are written on in an
book drops to the ground. average black ink.
Also, the book may be used to amplify the power of any Spells: All 0-level Sorcerer and Wizard spells, Acid
healing spells cast by a cleric of the same alignment as the Arrow*, Bull’s Strength, Contagion, Detect Secret Doors,
god of healing. The healing spell must be cast on the book Fabricate, Mount, Suggestion,Ventriloquism, and Wall of
at which point a wave of energy instantly blasts forth from Ice.
the book, affecting any character or creature in a twenty Special Features: When held high overhead and the
foot radius. As long as the character or creature is of good command word spoken the book grants the person hold-
alignment this wave of energy cures the target just as if ing it the ability to speak with dead once per day for 5
the cleric had cast the spell directly on it. If a target in the minutes. The command word is unknown.
5
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
6
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
7
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
8
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
30. Of Traps and Their Disarming 33. The High Alchemy of Deogolsson
Appearance: This tome of thieves is about 6” x 12” Appearance: This green book is average in appear-
with a dull brown leather cover and yellowed parchment ance, made with a leather cover and 100 parchment pages.
pages. The Pages contain detailed schematics and 22 of the pages are blank.
mechanical specifications on hundreds of mechanical Spells: None.
traps. Special Features: The notes within this book may be of
Spells: None. assistance to alchemists. Any character with the Alchemy
Special Features: A character with the Disable Device skill who studies the book for a single day and makes a
skill who takes five minutes to study the book before successful Intelligence check (DC 25) gains a +2 bonus to
attempting a skill check gains a +2 bonus to the roll. all future Alchemy skill checks.
9
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
36. Bertil’s Invisible Research Spells: Fly, Gentle Repose, Identify, Nondetection,
Secret Page, and Web.
Appearance: Invisible Research is a smallish tome, 8”
at its widest dimension. The covers are fashioned of thin Special Features: None.
marble slaps that have been fastened together with iron
and leather. The back cover of the book is broken along 39. Guide to Dwarven Gods
the bottom edge and a small fragment is missing from it. Appearance: This “book” is a collection of stone
The pages inside are stitched to the leather and are made tablets, each weighing 20 pounds, that is carried in an
of a high-quality paper. There are 40 pages in the book. ornate chest built of steel and coated in gold. The chest is
Spells: Ghost Sound, Invisibility, Invisibility Sphere, so heavy that, when it was in the dwarven kingdoms, it
and Spirit Knife.* was carried by a team of no fewer than 12 dwarves. When
Special Features: None. found, there are 1d4+1 tablets inside the chest, some in
better repair than others. There is a 25% chance per tablet
found that it is destroyed beyond use.
37. Planar Writings Spells: None.
Appearance: Planar Writings is the size of a traveling
spellbook but it is obvious from looking at it that it is Special Features: Any dwarven cleric who is left to
something more. The covers are made of black leather study the tablets in peace for a period of one month is
and, stitched directly to the front and back, is a circle of smiled upon by the dwarven gods and granted one bonus
gold that is decorated with gemstones. Between the cov- spell slot per day of a level equal to the number of usa ble
ers, the pages of the book are sheets of parchment, each tablets found in the chest.
one stamped with a wax seal showing a crescent moon The chest itself disintegrates once the final tablet is
and three small stars orbiting it. The writing is done with destroyed.
a metallic ink that glows brightly in the dark. There are
over 100 pages in the book, 33 of which are completely
blank.
Spells: Gate, Phase Door, Plane Shift, Prolong Life*,
Teleport, Teleportation Circle, Teleport Without Error,
and Temporal Slam.*
Special Features: The notes within the book imbue the
reader with the ability to cast gate once per day. A
Spellcraft check (DC 35) is necessary. On a failed check
the gate miss-fires and instead functions as Summon
Monster VIII and brings in one creature for the 8th-
level list. The creature is not controlled. On a suc-
cessful check the gate spell allows planar travel
and functions as if cast by a 20th level spell-
caster.
This check must be made each time the
ability is used and the book grants the abil-
ity only once per day. The book must be
held in two hands to activate this ability.
There is a 5% chance each time this
ability is used that the book will be com-
pletely destroyed. This destruction takes
place 24 hours after the ability is used
and, when it happens,all characters, crea-
tures, and objects within 10 feet of the
book take 1d6 points of damage.
10
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
40. The Halfling’s Breakfast Special Features: One of the sections of the book
describes ways in which to damage opponents, identify-
Appearance: This children’s book is filled with numer-
ing the location of vital organs and how to overcome the
ous fascinating illustrations that accompany the text. The
protection of different armors. These abilities are repre-
story is of a halfling and his breakfast and is a tale com-
sented by the following feat:
mon throughout the land. The artist’s name has been
obscured, as has some of the art and text, by minor water ✠ Deep Wound (General): The character skilled at
damage to the first few pages. delivering deep thrusts with swords, brutally tearing at the
vital organs of his opponents be they humanoid or beast.
Spells: None.
Prerequisite: Character level 6+, Str 13+.
Special Features: None.
Benefit: When the character attacks an opponent he
does +1 damage on a successful hit with any sword.
41. Armod’s Spiritual Grievances Special: This feat works with swords only. If used with
Appearance: An average book like those that can be a magic s word this feat adds +2 damage to a successful
purchased in any specialty shop. The book has 100 pages, attack.
47 of which are blank. The 53 used pages of the book
details the suffering of a man as he goes from sane to
insane. In the book Armod chronicles his descent into 44. The Guide to
madness and claims repeatedly that the gods drove him to Experimental Summoning
the state he is in. He says not why he thinks this. The last Appearance: The Guide to Experimental Summoning
passage is nothing more than scribbling that has no mean- is battered, the cover worn, scarred, and destroyed in
ing. places. The pages inside are all soiled in some way with
Spells: None. everything from mud to blood. Of the 100 pages inside,
Special Features: The last passage does, in fact, have only 30 of them are intact. The rest of the pages are so
meaning. Any character studying the book for one week damaged that they are unusable.
gains not only an insight into madness but, on a success- Spells: All Summon Monster spells from the Player’s
ful Intelligence check (DC 30), also a +2 bonus to all Will Handbook, Call Undead*, and Summon Shadow Raven.*
saves against psionics. Special Features: The notes within the book, if proper-
ly understood, make the reader’s summoning spells more
42. Dungeon Mastery powerful. After two weeks of studying, and on a success-
Appearance: This very portable book measures 8” x 8” ful Spellcraft check (DC 35), the reader, if already an
and is very common in appearance. The cover, a dull gray arcane spellcaster, gains a +1 level bonus when determin-
leather, is without any title or marking while the interior ing the effects of any Conjuration (Summoning) spell. If
pages are an off-white color. The text in the book details the check is failed the reader may not retry.
common methods of dungeon construction and manage-
ment including a section on the handling of prisoners. The 45. Anhaga’s Sorcerous Studies
book specifically addresses “real” dungeons and not the Appearance: The tome is 7” x 12” in size with a wood-
empty caverns, caves, and abandoned underground en cover that has been blackened by fire. Only 43 of the
fortresses that adventurers classify as dungeons. 100 parchment pages inside are legible, the rest damaged
Spells: None. by fire and water.
Special Features: None. Spells: None.
Special Features: This book details the techniques
43. The Grimoire of Silban with which Anhaga slaughtered sorcerers throughout his
Appearance: Silban’s Grimoire is composed of hun- career as a slayer. Anhaga, who had always blamed the
dreds of parchment pages, each carefully written with death of his father on a sorcerer, mastered the art of com-
numerous sketches, symbols, and notes covering the mar- bating these arcane spellcasters and, near the time of his
gins. Some notes, in a blue ink, are by a completely dif- death, recorded his knowledge for others.
ferent hand and appear to be expansions upon ideas and Anyone succeeding an Intelligence check (DC 30) at
spells detailed in the more carefully crafted text. The book the end of a week of studying gains an ability comparable
is stitched along one edge and bound to a leather spine of that of the ranger’s Favored Enemy only applied to sor-
that is all that remains of the cover. cerers. This bonus does not increase as the character gains
Spells: All Divination spells in the Player’s Handbook, levels.
Keen Eyes of the Hunter*, and Summarize.
11
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
12
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
13
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
56. Thorgrim’s Opuscule Spells: Cause Fear, Fear, Horrific Aspect*, and Scare.
Appearance: This black leather book is hinged with Special Features: Any character opening the book
gold and contains 20 parchment pages. The cover is pro- must succeed a Will save (DC 20) or immediately suffer
tected with gold corner caps and a small mechanism con- the effects of Finger of Death as if cast by a 20th level
sisting of two skeletal hands that keep the book closed spellcaster.
when they are joined. The book does not lock. The first
page features an illustration of an eye and a halo and this 60. The Journal of Deniska
symbol is repeated at random intervals throughout the Appearance: The book is 8” x 10” and filled with 300
book. All of the writing is in black and red ink. vellum pages. The covers, made of leather, are free of any
Spells: Read Magic. writing or symbols and are protected by a wooden frame,
Special Features: The book holds the knowledge neces- brass plates sewn on the outside, and iron corner guards.
sary to create an Infinite Quill. The writing inside covers a span of 15 years and chroni-
✠ Infinite Quill: This item is often given as a gift to par- cles the adventures of a human fighter who lived 200
ticularly skilled and scholarly graduates of a magical years ago. Some of the pages were used by his different
school. It is a quill, usually of an exotic creature such as a companions over the years and it is those pages that con-
pegasus, which writes without any need of ink. The user tain the information in the book that can be considered
simply begins writing and ink appears from the pen. At a valuable.
command, the ink can change to any color. The infinite Spells: None.
quill writes so smoothly and so well that it grants a +2 Special Features: The Journal of Deniska, while at
competence bonus to any Craft (Scribe) or similar checks, times rambling and tedious, does include some informa-
including Spellcraft checks to successfully copy a spell. tion of value. The book includes the instructions for these
Caster Level: 3rd, Prerequisites: Craft Wondrous Item, two magic items.
quill. Market Price: 500 gp; Weight: –. ✠ Ring of Psi-Sense: This magical ring is made from the
vertebra of a dead psion or psionic being. When its wear-
57. The Book of Blades er approaches within 50 feet of any creature capable of
manifesting psionic powe rs , the ring vibrates. The
Appearance: This 24” x 16” leather-bound book is
stronger the ring’s vibrations, the closer the psion. The
filled with 100 pages, each filled with sketches, paintings,
ring also tugs slightly to the left or right (though not
and some written information regarding several magical
strongly enough to hamper the wearer’s actions in any
swords, knives, and daggers. The book describes every-
way), indicating the approximate direction of the closest
thing from commonly encountered swords to great arti-
psionic individual within 50 feet.
facts.
Caster Level: 3rd; Prerequisites: Forge Ring, detect
Spells: None.
magic, mage hand; Market Price: 2,000 gp; Weight: –.
Special Features: Bards studying this book gain a +2
bonus to all Bardic Knowledge checks involving with a
magical blade. ✠ Ring of Rage: This is a ring made of red gold with a
ruby chip mounted into its face. When activated by a com-
mand word, the gem glows darkly and the ring causes all
58. Moonstone and living creatures within a 15 foot radius to fight each other
Other Precious Gems without noticing any danger they might be in, as in the
Appearance: This is a thick, lavishly illustrated manu- spell emotion (rage). The enchanted creatures get a +2
al of gemstones listing hundreds of gem types, possible morale bonus to Strength and Constitution scores, +1
flaws and imperfections, and values. morale bonus on Will saves, and a -1 penalty to AC. The
Spells: None. ring does not affect the wearer. The effect lasts until a sec-
Special Features: By spending three hours with this ond command word is spoken, or the ring is removed
book and any gemstone, the user gains a +6 bonus to all from the wearer’s finger. A Will save DC 16 (not includ-
Appraise checks. ing the morale bonus) negates the effect. The ring can be
used once per day.
Caster Level: 7th; Prerequisites: Forge Ring, emotion;
59. Album of Misery Market Price: 5,040 gp; Weight: –.
Appearance: The Album of Misery smells of fire. The
“book” is only 8 pages of thin paper held in a leather fold-
er that is held closed with silver clips on the three open
edges.
14
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
15
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
65. The Libram of Aldred Spells: Fire Shield, Grease, Guards and Wards,
Lightning Bolt, Locate Object, Mislead, Sumarlidi’s
Appearance: Not so much a book as the remnants of
Uncontrollable Fire*, and Undetectable Aura.*
one, The Libram of Aldred is a back cover constructed of
oak, silver, and brass, and 18 tattered parchment pages Special Features: None.
sewn to what remains of the book’s spine. The name of
the book is derived from the writing on the last page. How 68. Unbound Psionics
the book came to be in its current condition is unknown. Appearance: This “book” is a solid gold cube 3” on a
Spells: A few partial illusion spells and one complete side. The only marking on the cube is a brain symbol
spell, Chatterbox.* etched into one side.
Special Features: The remaining portions of the book Spells: None.
are immune to harm. Anything short of a wish spell can- Special Features: As long as this cube is in direct con-
not harm the pages or back cover. tact with a psionic character or creature it grants two
bonus power points per day to the holder. If the cube is
66. A Guide to Goblinoids ever not in direct contact these bonus power points are
Appearance: This book, written 300 years ago, is made lost (subtract two from the power points currently remain-
of goblin skin that has been treated and stretched across a ing). If the cube is physically changed in any way this
finely crafted wooden frame. The 100 pages inside were ability is lost.
cut from the skins of numerous goblinoids, allowed to The cube grants these power points only once per day
cure in the sun, and then sewn together to create sheets. and on immediate contact with the first psionic character
Each page is bleached white but the stitching still shows or creature it touches in a day. Any psionic character or
clearly allowing anyone who looks at the page to instant- creature coming in contact with the cube after the after its
ly notice the number of patches of skin used in the con- power has been shared that day receives nothing.
struction of each page.
Spells: None. 69. Ingjald’s Notes
Special Features: The book is filled with information Appearance: This book is 24” x 18” and contains 130
on the physiology, culture, religion, battle tactics, and vellum pages. It’s a fairly common book with cheap
other assorted facts about goblinoid races. Anyone suc- leather covers without any writing or symbols. The corner
ceeding an Intelligence check (DC 25) at the end of two caps, made of bronze, are green with age and one of them
weeks of studying gains an ability comparable of that of is missing from the front cover. A lot of the text inside the
the ranger’s Favored Enemy only applied to one goblinoid book has faded with age.
race. This bonus does not increase as the character gains Spells: Dozens of partial spells but only the following
levels but, if the character was already a ranger with the are usable: Acid Fog, False Vision, and Rainbow Pattern.
goblinoid race selected as a Favored Enemy, the +1 bonus Special Features: None.
successfully deciphering this book does stack with his
ranger ability. 70. The Red Book
This book contains enough information for this bonus Appearance: This is a leather-bound book, dyed red,
to be gained in regard to 1d4+1 goblinoid races of the with 120 parchment pages inside, all of which are also
gamemasters determination. A character may study the dyed red. The writing, in black ink, is difficult to read and
book multiple times, declaring a different goblinoid race makes it difficult to copy spells. It takes two days and a
as the focus of study each time before starting the study Spellcraft check (DC 25 + spell’s level) to copy a spell
period. If a character fails a roll to gain the bonus he may from this book.
never again attempt to learn the books secrets regarding Spells: Arcane Mark, Contagion, Enervation, Globe of
that race. Invulnerability, Horrid Wilting, Invisibility Sphere, Secret
Chest*, and Tiny Hut.*
67. Sumarlidi’s Workbook Special Features: This evil tome is a trap. Anyone
Appearance: The Workbook is constructed of cow hide
opening it and reading from its page must make a Will
nailed to a wooden frame. The spine of the book is a rich-
save (DC 30) or lose 1d4 points of Intelligence for a 24
er-quality leather secured to the two covers with nails and
hour period. Only on a successful Will save can the read-
thick thread. The 200 pages inside the book are folded
er attempt to copy spells or use this book in any other
parchment that has been stitched along the center to join
manner. This save must be made each time the book is
the spine. The binding is durable though the book has suf-
read though checks after the first successful save are eas-
fered slight disfigurement from the elements.
ier (DC 18).
16
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
71. Words From Aethelredsson gy surrounds the target as the animate dead spell within is
released. The target is under the control of the firer. The
Appearance: A 17”x 12” tome composed of two heavy
arrow does 1 point of damage if it strikes a living target.
covers of wood and platinum construction secured to
twelve electrum plates that are finely etched , Words from Caster Level: 9th; Prerequisites: Craft Magic Arms and
Aethelredsson is a book of essays. The book is over 300 Armor, animate dead; Market Price: 2,307 gp; Cost to
years old and much of the information inside is consid- Create: 1,153 gp 5 sp + 92 XP.
ered common knowledge by most sophisticated folk.
Spells: None. ✠ Arrow of Domination: At first glance this arrow looks
Special Features: There is one small bit of information like any other but, on closer inspection, arcane writings
hidden inside the book that isn’t considered common and symbols can be seen etched along its length. This +1
knowledge. Aethelredsson spent several years of his life arrow causes no damage when it strikes its target but,
battling a forgotten mind flayer community and he instead, forces the target to suffer the effects of the arcane
recorded the conflict in this book. Though there are no spell, dominate monster. The effects of this arrow follow
miraculous abilities or secrets about mind flayers con- that spell exactly as if it were cast by a 17th level spell-
tained within the information on mind flayers does make caster.
the book valuable to scholars, historians, and those with Caster Level: 17th; Prerequisites: Craft Magic Arms
an interest in those vile creatures. and Armor, dominate monster; Market Price: 7,657 gp;
Cost to Create: 3,828 gp 5 sp + 306 XP.
72. Humanoid Anatomical Studies
Appearance: This white leather book has a thick strap ✠ Arrow of Multiple Strikes: These +1 arrows are man-
and lock that secures it when not in use. The key is long ufactured of only the finest woods and are tipped with gold
lost. The pages inside, bleached parchment, consist of a arrowheads. The shaft of the arrow has 5 arrow symbols
small selection of spells and a detailed study of the anato- engraved along its length that glow white. Upon firing, the
my of dozens of humanoid races. Each study is complete arrow splits into 5 separate magical arrows that may target
with illustrations and written descriptions of the various a single foe or any number of creatures up to 5 (i.e., one
parts of the body. An autopsy was performed on each race arrow per creature). The arrows strike their target unerr-
discussed and the results of those operations are recorded ingly like the spell magic missile and, like that spell, deal
here. 1d4+1 points of damage each.
Spells: Bleeding Wound*, Disrupt Undead, Gentle Caster Level: 9th; Prerequisites: Craft Magic Arms and
Repose, and Magic Jar. Armor, magic missile; Market Price: 457 gp; Cost to
Create: 228 gp 5 sp + 18 XP.
Special Features: The notes in this book can be used in
conjunction with the Heal skill, doubling the amount of
time necessary to use the skill but granting the reader a +5 ✠ Explosive Arrow: Gray arrows that appear to be noth-
bonus. ing more than common arrows. These +1 arrows explode
when they strike their target, causing 6d6 points of damage
to the target. All characters and creatures within 10 ft. that
73. The Book of Bows succeed a Reflex save (DC 15) suffer only half damage.
Appearance: This is an encyclopedia of magical bows.
Caster Level: 6th; Prerequisites: Craft Magic Arms and
It includes most commonly-found enchanted bows and a
Armor, explosive rules; Market Price: 907 gp; Cost to
few unique weapons that are of greater power. The book
Create: 453 gp 5 sp + 36 XP.
is 12” x 8” in size and bound in leather. The pages inside
include detailed sketches and paintings of several of the
bows discussed. ✠ Arrow of Internal Agony: These arrows are slightly
Spells: None. longer than normal arrows and tipped with red-painted
arrowheads. When an arrow of internal agony strikes a tar-
Special Features: The last five pages of the book are
get it explodes in a flash of magical energy, igniting a fire
devoted to the instructions for the construction of five dif-
deep within the target’s body. This does 5 points of dam-
ferent magic arrows. All of these arrows are described
age per round for three rounds and then the fire is extin-
below.
guished.
✠ Arrow of Animate Dead: This barbed +1 arrow is con-
Caster Level: 5th; Prerequisites: Craft Magic Arms and
structed of the darkest wood available and then painted
Armor, boiling blood*; Market Price: 757 gp; Cost to
black. The arrowhead, painted red, is cast from silver. On
Create: 378 gp 5 sp + 30 XP.
contact with the target, if it is dead,a blast of magical ener-
17
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
74. Zeroun’s Deconstructions Spells: Animate Dead, Ghost Sound, Ghoul Touch, and
Grave Claws.*
Appearance: This book is 16” x 7” with a cover of
giant lizard scales nailed to a wooded backing. The spine Special Features: Besides the spells, this book also
is a thick leather to which 100 vellum pages have been reveals the mysteries of a new feat.
sewn. There are no markings on the outside of the book ✠ Grave Claws Strike: Improves the caster’s abilities
though the front of the cover has been stained with blood when using grave claws.
on one corner. Prerequisite: Must cast grave claws.
Spells: Acidic Vapors*, Black Lightning*, Fireball, Benefit: When attacking with grave claws this charac-
Obscuring Mist, Protection from Spells, and Reverse ter inflicts an extra 1d4 damage.
Gravity.
Special Features: None.
18
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
19
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
20
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
90. Tale of the Mountain responsibilities of clergy and worshippers of this evil god
including everything from eating habits to sleep to sacri-
Appearance: This book has 30 papyrus pages sewn to
fices. Sages cannot find any proof that this “god” ever
a leather spine. The spine is fastened to a wooden frame
existed or was worshiped. Some speculate that the book is
that is mangled, twisted and broken in places. The rem-
from another world.
nants of silk and leather hang from the frame, evidence of
what constituted the covers of this book. The work inside Spells: None
is a fable about a dwarf, a mountain, and an eternity of Special Features: This book is, in fact, from another
mining. It’s an old tale that many have heard but few have world. If a spellcaster uses the book in the casting of gate
ever understood. the spell will create an opening to the world this book
Spells: None. originated in. This, unfortunately, destroys the book
in the process.
Special Features: None.
21
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
22
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
Skills
Craft (Poison) negative energy. It may be used to identify specific undead
or manifestations of negative energy and predict their possi-
The age-old craft of distilling toxic liquids and powders
ble threat or abilities, as well as in more regular studies.
from plants, animals, and minerals is dangerous to crafter
and victim alike, and is often highly illegal in civilized DC 10: Telling the difference between a zombie and a
lands. This sub-skill includes all forms of poison prepara- ghoul.
tion, from grinding mineral powders to milking serpents DC 15: Recognizing a vampire as it manifests its powers.
to deliberately concentrating the sap inside toxic plants. DC 30: Recalling the history and lore of a famous lich.
Check: Crafting a poison has a base DC equal to the
poison’s DC, plus the following modifiers: Knowledge (Spirit Lore)
The realm of the spirits, those who have literally gone
beyond the grave,is a unique and convoluted area of knowl-
Poison Type DC
edge, full of misconceptions and falsehoods. A sage well-
Contact +2 versed in spirit lore is able to separate fact from fable and cut
Energy Drain +6 to the truth of any spirit-related dilemma that he is con-
Ingested -2 fronted with.
Inhaled +0 DC 10: Telling the difference between good and evil spir-
Injury +2 its after conversing with them.
Permanent damage +4 DC 15: Recognizing the manifestation of a spirit in the
Two-stage* +4 material world.
Three-stage* +6 DC 30: Recognizing a spirit is lying.
*Two-stage poisons require that the victim come into
contact with two components rather than one, and three-
stage poisons require that the victim come into contact
with three components. The poison DC is equal to the
most difficult component of the bunch.
Raw materials for most poisons are hard to come by, and
cost at least three-quarters of the market price. At the GM’s
discretion, some raw materials (such as foxglove and hem-
lock) are actually very easy to obtain, and cost just one-tenth
the market price for the poison.
Each successful Craft (Poison) check yields one dose of
poison.
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.
Knowledge (Dwarves)
This catch-all skill involves history,
arcana, religion, heraldry, and other knowl-
edge as it pertains to dwarves. Bards, wiz-
ards, and all dwarves may take this as a class
skill.
Knowledge (Necrology)
This skill represents a character’s entire knowl-
edge of the realms of undeath and the utilization of
23
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
Spells
Absorb Dead Flesh Duration: 1 round/level or until affected spell expires
Saving Throw: Fort half
Necromancy (Evil)
Level: Sor/Wiz 2 Spell Resistance: Yes
Components: S, M The spell turns any pre-existing for or gas-related spell
Casting Time: 1 action (obscuring mist, stinking cloud, etc.) into corrosive
Range: Touch fumes. The properties and effects of the existing spell
Target: Caster remain unchanged. In addition to those effects, all crea-
Duration: Instantaneous tures within the fog take 1d6 points of damage for every
Saving Throw: None 3 caster levels each round they remain within its confines.
Spell Resistance: No Material Component: The stomach of a poisonous
By placing a hand upon a corpse (a dead, and not undead, toad.
body) the caster absorbs the flesh of the corpse, healing
himself for 1d6 points plus 1 point per level of the caster. Black Lightning
Evocation (Death, Electricity, Evil)
Once cast on a corpse, the corpse shrivels and decom-
Level: Sor/Wiz 2
poses rapidly, leaving only a bare skeleton. This spell may
Components: V, S, M
only be used once on any corpse.
Casting Time: 1 action
Absorb Dead Flesh does not work on any corpse that Range: Close (25 ft. + 5 ft./2 levels)
does not have some rotten meat hanging from its bones. Target: One creature
Material Component: A corpse. Duration: Instantaneous
Saving Throw: Reflex half
Acid Arrow Spell Resistance: Yes
Conjuration (Creation) [Acid]
With this spell the caster launches crackling black light-
Level: Sor/Wiz 2
ning at the target creature, dealing 1d6 points of damage
Components: V, S, M, F
per 2 caster levels (maximum 10d6). Half the damage is
Casting Time: 1 action
electricity damage, but the rest is evil energy from the
Range: Long (400 ft. + 40 ft./level)
lower planes which is not affected by resistance to elec-
Effect: One arrow of acid
tricity (evil creatures, creatures native to evil planes, and
Duration: 1 round +1 round/three levels
creatures immune to death effects are not affected by the
Saving Throw: None
profane energy).
Spell Resistance: Yes
Material Component: A piece of humanoid scalp and
A magical arrow of acid springs from the character's
a rod of black crystal.
hand and speeds to its target. The character must succeed
at a ranged touch attack to hit the character's target. The
arrow deals 2d4 points of acid damage. There is no splash
Black Tentacles
Conjuration (Creation)
damage. For every three caster levels (maximum 18), the Level: Sor/Wiz 4
acid, unless somehow neutralized, lasts for another round, Components: V, S, M
dealing another 2d4 points of damage for that round. At Casting Time: 1 action
3rd–5th level, the acid lasts for 2 rounds; at 6th–8th level, Range: Medium (100 ft. + 10 ft./level)
the acid lasts for 3 rounds, to a maximum of 7 rounds at Effect: 1d4 tentacles + one tentacle/level, all within 15 ft.
18th level. of a central point
Duration: 1 hour/level
Acidic Vapors Saving Throw: None
Transmutation (Acid)
Spell Resistance: No
Level: Sor/Wiz 2
Components: V, S, M This spell conjures many rubbery black tentacles.
Casting Time: 1 action These waving members seem to spring forth from the
Range: Close (25 ft. + 5 ft./2 levels) earth, floor, or whatever surface is underfoot—including
Effect: One for or gas type spell already in effect at time water. There are 1d4 such tentacles, plus one per caster
of casting level, appearing randomly scattered about the area. Each
24
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
tentacle is 10 feet long (Large) and saves as the character With this spell the caster transforms a small pool of
does. It has AC 16, 1 hit point/per caster level, an attack blood into a crimson-colored knife almost a foot in length.
bonus of +1/per caster level, and a Strength score of 19 The weapon does 1d6 + the caster's character level in
(+4 bonus). It is immune to spells that don’t cause dam- damage and remains solid for a number of minute's equal
age (other than disintegrate). to the caster's character level. If the spellcaster uses the
Each round that a tentacle is not already grappling weapon to attack he is granted a +1 bonus to all attack
someone or something, starting the round after it appears, rolls. Someone other than the caster for may use the
it makes a grapple attack at a random creature or object weapon as long as it exists.
within 10 feet of it. These attacks take place on the char- When the spell expires the weapon reverts back to
acter's turn. The tentacles do not attack each other, nor do blood and drips slowly down the hand of whomever is
they attack objects that are smaller than a Medium-size currently holding it. The blood may not be reformed into
creature. The attacks are like regular grappling attacks, a second knife or used in conjunction with any other spell.
except that they don’t provoke attacks of opportunity from Material Component: Blood. At least eight ounces of
opponents. Also, they cause 1d6 points of normal damage blood must be used.
(+4 for Strength), not subdual damage. A tentacle main-
tains its grapple even after its subject is dying or dead. Boiling Blood
Necromancy
Bleeding Wound Level: Sor/Wiz 3
Necromancy Components: S
Level: Sor/Wiz 2 Casting Time: 1 action
Components: V, S, M Range: Touch
Casting Time: 1 action Targets: One opponent
Range: Close (25 ft. + 5 ft./2 levels) Duration: Instantaneous
Target: One creature Saving Throw: Will negates
Duration: 2 rounds/level Spell Resistance: Yes
Saving Throw: None The caster must make a successful touch attack when
Spell Resistance: Yes casting this spell. On a successful strike the target’s blood
This powerful necromantic spell accelerates injuries to instantly begins boiling, causing a number of points of
living tissue, making wounds more serious. With this damage equal to three times the caster’s level, maximum
spell, even a small cut can cause a subject to bleed to of 48 points.
death, as the wound resists all attempts to stop the flow of
blood. Bone Armor
A ranged touch attack must be made against the subject. Necromancy
If successful, the subject will lose one extra hit point Level: Clr 2, Nec 1
every time it takes damage from any source, each round, Components: V, S, M
for the duration of the spell. This effect does not apply to Casting Time: 1 action
subdual damage. Stopping this bleeding requires magical Range: Caster
healing or a Heal check (DC 15). This spell has no affect Effect: Protect caster
on undead, animated objects, or outsiders. Duration: 10 minutes/level
Material Component: Bladed weapon buried with a Saving Throw: None
corpse for at least one year. Spell Resistance: No
This spell creates a layer of bony ribs on the caster’s
Blood Knife arms, legs, and torso, as well as a skull-like helmet. The
Necromancy effect is to provide the caster with a +7 natural armor
Level: Sor/Wiz 3 bonus (AC 17) against all physical forms of attack. The
Components: V, M bone armor is destroyed by the attacks it absorbs; when it
Casting Time: 1 action has absorbed hp of damage equal to twice the caster’s
Range: Touch level, the armor falls into useless brittle shards.
Target: One pool of blood Material Component: A rib bone from a humanoid
Duration: 1 minute/level slain within the last seven days.
Saving Throw: None
Spell Resistance: No
25
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
Burrowing Bony Digits The effects of this spell are keyed to the caster’s level
with regard to the potency of the undead so contacted. If
Necromancy
Level: Sor/Wiz 4 the caster’s level is 1st through 5th, only skeletons and
Components: V, S, M zombies will answer the summons. Once the caster reach-
Casting Time: 1 action es 6th level, ghouls, ghasts, and shadows will also
Range: Medium (100 ft. + 10 ft./level) respond. At 11th level, the caster can compel wights,
Target: Up to five creatures, no two of which can be more wraiths, and mummies to come, and at 15th level and
than 15 ft. apart. above even vampires, spectres, and ghosts must make the
Duration: See text journey. Liches are immune to this spell, although they
Saving Throw: Reflex partial will hear the call and may investigate on their own accord
Spell Resistance: Yes out of curiosity.
By means of this spell, the caster causes up to five Material Component: A small funerary bell (1 gp).
skeletal fingers to streak forth and imbed themselves in
the flesh of the targets. Each digit inflicts 1d6 points of
Cannibalize
Necromancy
damage upon striking its target. They do not stop there,
Level: Nec 3
though.
Components: V, S, M
Any creature that failed its Reflex save was unable to Casting Time: 1 action
extract the bony digit before it could lodge itself into the Range: Close (25 ft. + 5 ft./2 levels)
wound. The bony digit continues to penetrate the crea- Effect: Hp transfer from undead
ture’s body for one round for every three levels of the Duration: Instantaneous
caster, dealing 1d6 damage per round. Once the bony digit Saving Throw: See below
is lodged in the wound, it cannot be extracted. Spell Resistance: Yes
Material Components: Five humanoid fingers The caster steals hit points from low-level undead to
stripped of flesh and muscle. The individual finger bones heal his injuries. For each HD of undead destroyed by the
must then be tied together with black thread. spell, the caster gains 1d3 hit points. The caster cannot
gain hit points beyond his maximum, merely replace
Call Undead those lost by injury or disease. The spell affects undead of
Necromancy, Enchantment (Compulsion)
up to 4 HD.
Level: Nec 1
Components: V, S, M However, the process is dangerous, because it infuses
Casting Time: 1 hour negative energy into a living body. If the caster gains hit
Range: Medium 1 mile/level points equal to two-thirds of his total by this method, he
Effect: Attracts undead must make a Fortitude save (DC 19). Failure results in
Duration: 8 hours immediate transformation into an undead state as a free-
Saving Throw: Yes willed creature of darkness – typically an intelligent
Spell Resistance: Yes skeleton or zombie. Despite the danger, this spell can be
immensely handy in a tight spot, buying a necromancer
With this spell the caster creates an invisible magical
time to escape or regroup by sacrificing mindless min-
beacon that attracts undead like moths to a flame. Once
ions.
the ritual is properly performed, any undead within range
make their way directly to the site without delay. Once
there, they remain in the area for the remainder of the
Chatterbox
Illusion (Glamer)
spell’s duration. There is no guarantee that the undead are Level: Brd 2, Sor/Wiz 3
friendly, but the caster may attempt to awe or control the Components: V, S
undead through normal means. Casting Time: 1 action
Uncontrolled undead attack the caster, returning to their Range: Close (25 ft. + 5 ft./2 levels)
lairs if they succeed in killing the one who disturbed their Target: One object
rest. If the caster leaves the site, the undead go first to the Duration: 1 minute/level
site and then follow after the caster for the remainder of Saving Throw: Will negates (object)
the spell duration, unerringly sensing his current location. Spell Resistance: Yes (object)
In such a case, the control roll is made for each undead This spell imbues the chosen object with an enchanted
whenever it first encounters the caster. Should any undead mouth that immediately begins to speak a non-stop stream
fail to reach the caster before the spell duration elapses, of inane chatter, old stories, and broken fragments of con-
each returns to its own lair. versation. The caster chooses the type of voice, whether
26
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
male or female, deep or soft, but cannot mimic a known
voice. If cast on two objects near one another, the voices
Crushing Hand
Evocation
hold a complete conversation, with both objects constant- Level: Sor/Wiz 9, Strength 9
ly interrupting each other and allowing no moment of Components: V, S, M, F/DF
silence. Casting Time: 1 action
All creatures within 30 ft. of the object must make a Range: Medium (100 ft. + 10 ft./level)
Will save each round or be distracted by the constant chat- Effect: 10-ft. hand
ter. Affected creatures stand dumbfounded, attempting to Duration: 1 round/level (D)
remember what they were doing before the chattering Saving Throw: None
began. Any creature that is attacked automatically suc- Spell Resistance: Yes
ceeds at his next save attempt. Creates a Large magic hand that appears between the
Attempting to cast spells or activate command word character and one opponent.
magic items within the spell’s area requires a The hand can interpose itself, push, or crush one oppo-
Concentration check with a -4 penalty to the roll. nent that the character selects.
Speaking and hearing within the area are also difficult.
When interposing the floating, disembodied hand moves
Creatures trying to communicate with anyone outside the
to remain between the character and the opponent, regard-
radius of the spell are foiled, unable to get their messages
less of where the character moves or how the opponent tries
out through the incessant talking. If two creatures within
to get around it, providing nine-tenths cover (+10 AC) for
the spell’s area attempt to communicate, the receiver must
the character against that opponent. Nothing can fool the
make a Listen check (DC 15) in order to decipher the
hand-it sticks with the selected opponent in spite of dark-
message.
ness, invisibility, polymorphing, or any other attempt to
A bard’s countersong ability suppresses chatterbox for hide or disguise himself. The hand does not pursue an
as long as he sings, up to his normal limit. opponent, however.
Objects worn or carried by another creature are unaf- When pushing, the hand pursues and pushes away the
fected by this spell, though a creature picking up an opponent that the character designates. Treat this as a bull
affected object does not break the enchantment. rush with a +18 bonus on the Strength check (+12 for
Strength 35, +4 for being Large, and +2 for charging bonus,
Claws of the Demon which it always gets). The hand always moves with the
Transmutation
opponent to push him back the full distance allowed, and it
Level: Clr 1, Evil 1, Sor/Wiz 1
has no speed limit. A very strong creature could not push
Components: V, S, M/DF
the hand out of its way, but it could push the hand up
Casting Time: 1 action
against the character by successfully bull rushing the hand.
Range: Touch
Target: Creature touched When grappling the hand can grapple one opponent that
Duration: 3 rounds/level the character selects. The hand gets one grappling attack
Saving Throw: Fortitude negates per round. Its attack bonus to make contact is the charac-
Spell Resistance: Yes ter's level + the character's Intelligence, Wisdom, or
Charisma modifier (for wizards, clerics, and sorcerers,
This spell transforms the target’s hands into long, sharp
respectively), +12 for the hand's Strength score (35), -1 for
claws. The subject is able to inflict 2d8 points of slashing
being Large. Its grapple check is this same figure, except
damage as a normal melee attack, and is considered
with +4 for being Large instead of -1. The hand deals
armed for the duration of this spell.
2d6+12 points of grapple damage (normal, not subdual).
The subject also suffers a -2 circumstance bonus to all
The hand is 10 feet long and about that wide with its fin-
Charisma-based checks for the duration of this spell, due
gers outstretched. It has as many hit points as the character
to the fearsome appearance of the claws.
when undamaged, and its AC is 20 (-1 size, +11 natural). It
Material Component: The hand or paw of any clawed takes damage as a normal creature, but most magical
creature. effects that don't cause damage do not affect it. The hand
cannot push through a wall of force or enter an antimagic
field. It suffers the full effects of a prismatic wall or pris-
matic sphere. The hand makes saving throws as its caster.
Disintegrate or a successful dispel magic destroys the hand.
Arcane Focus: A glove worth no less than 40 gp.
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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
This spell gives an edible object any sort of flavor
desired by the caster. For example, oatmeal can be made
Grasping Hand
Evocation
to taste like rare steak or smoked flounder, and vinegar Level: Sor/Wiz 7, Strength 7
could taste just like ale or fruit juice. The spell can’t Components: V, S, F/DF
change the actual nature or quality of the food or drink. Casting Time: 1 action
Spoiled food remains spoiled, and poisoned food is still Range: Medium (100 ft. + 10 ft./level)
deadly, but any taste of poison or spoilage can be hidden Effect: 10-ft. hand
with this spell. Duration: 1 round/level (D)
Saving Throw: None
Flame Bolt Spell Resistance: Yes
Evocation (Fire)
Level: Sor/Wiz 1 Creates a Large magic hand that appears between the
Components: V, S, M character and one opponent. This floating, disembodied
Casting Time: 1 action hand then moves to remain between the two, regardless of
Range: Medium (100 ft. +10 ft./level) where the character moves or how the opponent tries to
Target: One or more creatures, no two of which can be get around it.
more than 15 ft. apart. The hand can grapple one opponent that the character
Duration: Instantaneous selects. The grasping hand gets one grappling attack per
Saving Throw: None round. Its attack bonus to make contact is the character's
Spell Resistance: Yes level + the character's Intelligence, Wisdom, or Charisma
With this spell the caster creates two flaming missiles, modifier (for wizards, clerics, and sorcerers, respective-
plus one for every two levels of experience past first. ly), +10 for the hand's Strength score (31), -1 for being
Thus, a caster will have two bolts at 1st level, three bolts Large. Its grapple check is this same figure, except with
at 3rd, four bolts at 5th, etc. +4 for being Large instead of -1. It holds but does not
harm creatures it grapples.
This spell differs from the more common magic missile
in that it provides more missiles, does fire damage, The hand can also bull rush an opponent. The hand pur-
requires a ranged touch attack roll for each bolt, and has sues and pushes away the opponent that the character des-
no upper limit on the number of bolts created. Each flame ignates. Treat this as a bull rush with a +16 bonus on the
bolt that hits its target does 1d4+1 points of damage. Strength check (+10 for Strength 31, +4 for being Large,
and +2 for charging bonus, which it always gets). The
Material Component: A pinch of sulfur.
hand always moves with the opponent to push him back
Focus of the Magical Mind the full distance allowed, and it has no speed limit.
Divination A very strong creature could not push the hand out of
Level: Brd 2, Magic •, Sor/Wiz 2 its way, but it could push the hand up against the charac-
Components: V, S, F/DF ter by successfully bull rushing the hand.
Casting Time: 1 action The hand can interpose itself between the caster and the
Range: Personal opponent. Interposing provides nine-tenths cover (+10
Target: Caster AC) for the character against that opponent. Nothing can
Duration: 1 round/level fool the hand-it sticks with the selected opponent in spite
Saving Throw: None of darkness, invisibility, polymorphing, or any other
Spell Resistance: No attempt to hide or disguise himself. The hand does not
This spell grants the caster increased magical focus and pursue an opponent, however.
concentration. The caster gains a +1 bonus to Will saving The hand is 10 feet long and about that wide with its
throws, and a +2 enhancement bonus to all Concentration fingers outstretched. It has as many hit points as the char-
checks and caster level checks to beat spell resistance for acter when undamaged, and its AC is 20 (-1 size, +11 nat-
the duration of the spell. ural). It takes damage as a normal creature, but most mag-
Arcane Focus: Small glass lens worth at least 100 gp. ical effects that don't cause damage do not affect it. The
hand cannot push through a wall of force or enter an
antimagic field. It suffers the full effects of a prismatic
wall or prismatic sphere. The hand makes saving throws
as its caster. Disintegrate or a successful dispel magic
destroys the hand.
Arcane Focus: A glove worth no less than 20 gp.
29
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
31
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
chest’s actual size, which is about 3 feet by 2 feet by 2 feet). Target: Creature touched
If any living creatures are in the chest, there is a 75% chance Duration: 10 minutes / level
that the spell simply fails. Once the chest is hidden, the char- Saving Throw: Will negates (harmless)
acter can retrieve it by concentrating (a standard action), and Spell Resistance: Yes (harmless)
it appears next to the character. This spell envelopes the target in a dark, frightening aura
The chest must be exceptionally well crafted and expen- that manifests itself as dark shadows. The darkness radiating
sive, constructed for the character by master crafters. The from the target makes him appear larger and somewhat
cost of such a chest is never less than 5,000 gp. Once it is indistinct, and grants the benefit of one-quarter concealment
constructed, the character must make a tiny replica (of the (a 10% miss chance). It also makes the target appear more
same materials and perfect in every detail), so that the minia- frightening and powerful (providing a +4 circumstance
ture of the chest appears to be a perfect copy. (The replica bonus to Intimidate checks and making all opponents suffer
costs 50 gp.) The character can have but one pair of these a -1 moral penalty on attacks against the target).
chests at any given time—even wishes do not allow excep- Material Component: The skull from a slain infernal
tions. The chests themselves are nonmagical and can be fit- creature or fiendish animal.
ted with locks, wards, and so on, just as any normal chest can
be. Shadow Horror
To hide the chest, the character casts the spell while touch- Necromancy
ing both the chest and the replica. The chest vanishes into the Level: Sor/Wiz 3
Ethereal Plane. The character needs the replica to recall the Components: V, S
chest. After 60 days, there is a cumulative chance of 5% per Casting Time: 1 action
day that the chest is irretrievably lost. If the miniature of the Range: Close (25 ft. + 5 ft./2 levels)
chest is lost or destroyed, there is no way, not even with a Target: One creature
wish spell, that the large chest can be summoned back, Duration: Special
although it could be found by going to the Ethereal Plane. Saving Throw: Will negates (special)
Living things in the chest eat, sleep, and age normally; and Spell Resistance: Yes
they die if they run out of food, air, water, or whatever they Through this spell, the caster gathers a small amount of
need to survive. negative energy and unleashes it as a ball of dark power. This
Focus: The chest and its replica. force flares for just the briefest instant, weakening and stun-
ning the victim as it is enveloped by a swirling cloud of dark-
Shadowbound ness.
Evocation (Darkness) The target temporarily loses 1d4 points of Strength and is
Level: Sor/Wiz 4 treated as stunned on its next round. In addition, the subject
Components: V, S suffers a -2 morale penalty to attack rolls, ability checks,
Casting Time: 1 action skill checks, and saving throws for 1 round per 2 caster lev-
Range: Close (25 ft. + 5 ft./2 levels) els. Strength is regained at the rate of 1 point per day.
Target: One living creature/caster’s level, maximum of 6.
Duration: 1 day/level Shatter Bone
Saving Throw: Will negates Necromancy
Spell Resistance: Yes Level: Sor/Wiz 3
When the caster invokes this spell, he must select up to six Components: V, S, M
creatures within range. Those who fail a Will save are bound Casting Time: 1 action
to each other, their shadows merged into a single unit, and Range: Touch
unable to move more than 5 feet away from each other. This Target: One creature
does not prevent them from moving together, but coordinat- Duration: Instantaneous
ing such movement is difficult, and all such movement is at Saving Throw: Fort half
half rate. Spell Resistance: Yes
With this spell the caster snaps the bones of the target,
Shadow Aura splintering them with a single touch. The target takes 3d4
Illusion points of damage plus 1 point per level of the caster. On a
Level: Sor/Wiz 2, Clr 2 successful Fort save the target takes only 1/2 damage from
Components: V, S, M, DF this spell.
Casting Time: 1 action Material Component: A small piece of human bone.
Range: Touch
32
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
Skeletal Spikes This spell inflicts minor damage on the target, 1 point
per level of the caster. This touch attack leaves the mark
Necromancy
Level: Sor/Wiz 5 of a spider bite on the target’s skin and it takes three days
Components: V, S, M for this mark to fade. As long as the target is marked, all
Casting Time: 1 action spider bite attacks deal an extra 2 points of damage.
Range: Personal Example: A character who suffered spider bite is hit
Target: Caster again by the spell in less than 24 hours. The caster, 4th
Duration: 10 minutes/level level, inflicts 4 points of damage with the spell and the
Saving Throw: None target suffers another 2 points due to the already existing
Spell Resistance: No spider bite mark. The target now has two marks and if a
The use of this spell causes the caster’s bones to warp third spider bite touched him while the those marks
and writhe, until large, wickedly sharp spikes burst forth remain he would suffer an additional 4 points of damage
from under his skin. These bony spikes make it exceed- over that of the attack (2 for each mark).
ingly difficult for any enemy to approach without suffer- Material Component: A spider’s leg.
ing nasty wounds. The caster is granted 1d3 additional
gore attacks per round that count as natural weaponry and Spirit Knife
cause 1d6 damage. Necromancy (Death)
Level: Clr 7, Sor/Wiz 7
NOTE: Only undead spellcasters may use this spell
Components: V, S, F
without penalty. If used by a living creature, it will auto-
Casting Time: 1 action
matically be reduced to 0 hit points.
Range: 0 ft.
Material Component: A horn or spike from a creature Effect: One knife.
of at least 3 HD. Duration: 1 round/5 levels
Saving Throw: Fort partial
Snake's Speed Spell Resistance: Yes
Transmutation
Level: Brd 3, Sor/Wiz 2 This spell creates a knife of crackling necromantic ener-
Components: V, S, M gy that the caster uses to slay or severely injure his oppo-
Casting Time: 1 action nents.
Range: Touch The caster must succeed at a melee attack against his
Target: Creature touched opponent, at which time the target must make a success-
Duration: 1 minute/level ful Fortitude save or die. If the save is successful, the tar-
Saving Throw: None get still receives 1d6 points of temporary Constitution
Spell Resistance: Yes damage.
The subject gains the benefit of the Dodge, Mobility, Focus: A knife or dagger.
and Quick Draw feats. If the subject already has one or
more of these feats, there is no additional benefit from Sudden Grave
gaining it through this spell. For example, a subject that Necromancy
already has the Dodge feat does not get an additional +1 Level: Sor/Wiz 1
AC if this spell is cast upon him, although he still gains Components: S, M
the benefits of the Mobility and Quick Draw feats. Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Material Component:A scale from a living snake that is
Target: One creature
swallowed when the spell is cast.
Duration: Instantaneous
Spider Bite Saving Throw: Reflex negates
Spell Resistance: Yes
Evocation
Level: Sor/Wiz 1 With this spell the caster causes a grave to be opened
Components: V, S, M beneath the target’s feet. The target must make a Reflex
Casting Time: 1 action save (DC 15) or fall into this 6 ft. deep grave. If the target
Range: Touch fails the save he is stunned for one round.
Target: One creature Material Component: A pinch of dirt from an occu-
Duration: Instantaneous pied grave that is still fresh (the body has been buried less
Saving Throw: None than a week).
Spell Resistance: No
33
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
34
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
35
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
OPEN GAME LICENSE Version 1.0a sent that Your Contributions are Your original creation and/or System Reference Document Copyright 2000,Wizards of the
You have sufficient rights to grant the rights conveyed by this Coast, Inc.; Authors Jonathan Tw eet, Monte Cook, Skip
The following text is the property of Wizards of the Coast, Inc. License. Williams, based on original material by E. Gary Gygax and
and is Copyright 2000 Wizards of the Coast,Inc ("Wizards"). Dave Arneson.
All Rights Reserved. 6.Notice of License Copyright: You must update the COPY-
101 Spellbooks, Tomes of Knowledge, and Forbidden
RIGHT NOTICE portion of this License to include the exact
Grimoires Copyright 2002, Philip Reed,
1. Definitions: (a)"Contributors" means the copyright and/or text of the COPYRIGHT NOTICE of any Open Game
www.philipjreed.com
trademark owners who have contributed Open Game Content; Content You are copying,modifying or distributing,and You
(b)"Derivative Material" means copyrighted material includ- must add the title,the copyright date,and the copyright hold- Arcana: Societies of Magic, Copyright 2001,Kevin Brennan
ing derivative works and translations (including into other er's name to the COPYRIGHT NOTICE of any original Open and James Maliszewski.
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The Assassin’s Handbook, Copyright 2002, Green Ronin
tion, extension, upgrade, improvement, compilation, abridg-
Publishing,Authors Wolfgang Baur and David “Zeb”Cook.
ment or other form in which an existing work may be recast, 7. Use of Product Identity:You agree not to Use any Product
transformed or adapted; (c) "Distribute" means to reproduce, Identity, including as an indication as to compatibility,except Black Lightning Copyright 2002 Sean K Reynolds.
license, r ent, lease, sell,broadcast, publicly display, transmit as expressly licensed in another, independent Agreement with Character Clip Art & Color Customizing Studio, Copyright
or otherwise distribute; (d)"Open Game Content" means the the owner of each element of that Product Identity. You agree 2002 Elmore Productions, Inc.; Authors Larry Elmore and
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Ken Whitman,Art and Illustrations by Larry Elmore.
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embody the Product Identity and is an enhancement over the work containing Open Game Content except as expressly The Compleat Librum of Gar'Udok's Necromantic Artes
prior art and any additional content clearly identified as Open licensed in another, independent Agreement with the owner of Copyright 2002,Ambient Inc.; Authors M Jason Parent,
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ered by this License, including tr anslations and derivative Product Identity in Open Game Content does not constitute a d20 Weekly August 28,2002 Copyright 2002,Steve Jackson
works under copyright law,but specifically excludes Product challenge to the ownership of that Product Identity. The owner Games Incorporated.
Identity. (e) "Product Identity" means product and product of any Product Identity used in Open Game Content shall
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matic elements, dialogue, incidents,language, artwork,sym- Encyclopaedia Arcane: Necromancy – Beyond the Grave
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istered trademark clearly identified as Product identity by the distribute any Open Game Content originally distributed Wolf Publishing, Inc.
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names, mark, sign, motto, designs that are used by a 10 Copy of this License:You MUST include a copy of this Moon Elves,Copyright 2002 DarkQuest,LLC
Contributor to identify itself or its products or the associated License with every copy of the Open Game Content You Pocket Grimoire Arcane Copyright 2002, Green Ronin
products contributed to the Open Game License by the Distribute. Publishing
Contributor (g) "Use", "Used" or "Using" means to use,
Distribute, copy, edit, format,modify, translate and otherwise 11. Use of Contributor Credits: You may not market or adver- Psionics Toolkit Copyright 2002,Fiery Dragon Productions,
create Derivative Material of Open Game Content. (h) "You" tise the Open Game Content using the name of any Inc.,www.fierydragon.com; Author Mike Mearls
or "Your" means the licensee in terms of this agreement. Contributor unless You have written permission from the Relics & Rituals Copyright 2001,Clark Peterson
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2. The License: This License applies to any Open Game Relics & Rituals II Copyright 2002,White Wolf Publishing,
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15 COPYRIGHT NOTICE
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