Forbidden Arcana - Wizard's Spell Books

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    IntroductionHow many times have you, or

    the players in your campaign,

    defeated the evil wizard andobtained his spellbook? Once the

    inevitablefire trap is disarmed, the

    rest is usually anti-climactic.

    Sure, there might be a new spell or

    two in there, but other than that?

    Nothing.

    Of course, given the way the

    standard rules are written, thatsexactly what is supposed to hap-

    pen. Each spellbook is an exact

    copy of every other spellbook.

    How could they not be? They all

    have the same number of pages.

    Ultimately, of course, there is

    nothing inherently wrong with

    this. And yet, this spellbook rep-

    resents someones life work. Its

    style, its contents, its appearance,

    all of these and more are the result

    of the personality, life experiences, opinions, preferences, etc. of the

    owner; it deserves something more than a rules convenient generic

    treatment. And that something more is what you will find in this PDF.

    As with all of the Forbidden Arcana series, the rules contained inthis PDF are completely optional and will hopefully inspire you to use

    both the stated material and the concepts in your campaign. By pro-

    viding you not only with ready-made spellbooks but also with the

    concepts behind them, it is hoped that the next time you or the play-

    ers in your campaign find a spellbook, it is a memorable momentbeyond the boom caused by the rogues tripping of thefire trap.

    Forbidden Arcana: Wizards Spellbooks

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    Forbidden Arcana:

    Wizards Spellbooks

    by Michael Hammes

    Requires the use of the Dungeons &

    Dragons Players Handbook

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    Contents: Tydes spellbook serves not only as a spellbook, but

    also as a logbook and notebook; he keeps a separate series of business

    ledgers. Thus you can find journal entries, recipes, songs, and other

    interesting bits of trivia collected by the halfling among its pages, all

    written in the halfling tongue. Sandwiched among this miscellaniaare Tydes spells and even the instructions for the crafting of several

    magic items. While it would take a stranger some time to sift through

    this book, and it could easily be mistaken for a normal logbook all the

    while, Tyde knows just where to turn to memorize his spells.

    The spellbook contains the following spells sandwiched in

    between the various log entries:

    0 level: protection from insects (new), rain ward(new)

    1st level: alarm, charm person, comprehend languages,

    disguise self, expeditious retreat, endure ele-

    ments, mage armor, sleep, unseen servant

    2nd level: detect thoughts, invisibility, mirror image

    In addition, it contains instructions for crafting the following

    wondrous items: infallible compass, rain cloak, and travelers cloak.

    Finally, Tydes spellbook is a good place for the GM to include

    campaign-related material such as:1. A description of a monster unknown to the PCs (and

    where Tyde spotted it).

    2. A local legend hinting at a lost treasure (and what Tyde

    thinks of it).

    3. A rumor or information about an item or NPC the PCs are

    seeking (and where Tyde heard it).

    Value: 1,750 gpWeight: 2 lbs.

    Forbidden Arcana: Wizards Spellbooks

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    New MagicSPELLS

    Acid RainConjuration (Creation) [Acid]

    Level: Sor/Wiz 3Components: V, S, M

    Casting Time: 1 standard action

    Range: Close (25ft. + 5 ft./2 levels)

    Effect: Rain falls in a 20-ft. radius, 20 ft. high

    Duration: 1 round + 1 round per three levels

    Saving Throw: None

    Spell Resistance: No

    Acid rain causes a steady rainfall within the area of effect. The rain

    reduces visibility by half, resulting in a 4 penalty on Spot and Search

    checks, and automatically extinguishes any unprotected flames.

    Ranged weapon attacks and Listen checks are at a -4 penalty.

    The rainfall is highly acidic. Each round on your turn, starting

    when you cast the spell, the rain deals 2d4 points of acid damage toeach creature and object within it. For every three caster levels the

    acid rain falls for another round (to a maximum of 7 rounds at 18th).

    Material Component: A pinch of sulfur.

    Allip TouchNecromancy

    Level: Sor/Wiz 3Components: V, S

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