Thursday, January 26, 2017

The Book of Books

This was originally posted in 1997, when I was playing AD&D regularly.

This document identifies and lists many different books that can be used in a typical fantasy (D&D) game setting. These books can be used to flesh out a library, a wizard’s study, or to give you adventure ideas. Enjoy!

Table of contents

Book Lists by Category
Religion
Geography
Civic and Family
Trade
Cook books
Scholarly Works
Mythical/Legend books
History books
Local History
Fiction
Magical Theory and Research
Ecology and Culture
Mundane Works and Tomes
Books Explained
Other Considerations
Books whose contents are described
Contributors

Book Lists by Category

In this list, an @ symbol indicates a book that has a description in the following section.

Religion - Holy books, prophecies, religious histories, basic religious study books, commentaries, rebuttals, devotions, rites, music and song books.

A Basic Guide to Unfulfilled Prophesies from the reign of Edifus II
Canticle of the Blinding Light
The Daily Devotions of
The Doomsday Book
How to make a pilgrimage
Prophecies For Today
Religious Fiction
The Teachings of
Travels of the Far Wanderer
Treatise on the Practices of Hidden Ones (Bishop Imphalas of Furyondy)
The Witnessed Miracles of
Geography - maps, geographic surveys, explanations of hazards of particular areas, etc.

Flann-aerich'nyt
The True Relation of the Nyr Dyv and the Lands Surrounding (Norfil van Defflitter)
Civic and family - Histories, laws and regulations, birth/death/marriage/etc. records, tax records, court proceedings, statistics, notes of lineage of royal families, diaries, family histories, journals.

Annals of the Family Vordav
The Death-Code of Eeas
@An Insider’s Guide to Bureaucracy in
@The Lothian Book of Lothian Nobles
@The Complete Book of Albiene Lords (3 small books)
Trade - Books on the various proficiencies, bookbinding, medical, anatomy, smithing, etc. Note that cook books are in a separate category

An Authoritative Guide to Appropriate Application of Humor
@The Complete Apprentice by Archmage Elgar (book one in series)
Components and Reactions of Phosphorus (Daern)
Cosmogony of Magnetic Fluids (Mordenkainen)
@Dwarven book of engineering
Eyes, Vision and Arcane Sight (Alphon)
Herbal Lore I: Cure the flu
Herbal Lore II: Rashes and their cures
Herbal Lore III: Curing insomnia
Herbal Lore VI: Antidotes
Herbal Lore VII: Poisons
How to tame a horse
How to wield a Sword
Manners
Mining Techniques
Proper Organization of a Noble's Luggage
Prophetic Skies (Selvor the Younger)
@Rabin’s Guide to Gems
Rules of Goode Writinge
Seven Skies of the Universe (Casimur)
Sulfur, Influence and Actions (Arbane)
Tailoring in the Mid-eastern styles.
Teach yourself Massage
Theories on Perception (Kuroth)
Weather Prediction through use of Small Rocks
Cook books

@The Brewing of Cortanethic Ale by
Cooking with Saffron
@The Delightful World of Mushrooms by Arch-Druid Coranthus
How to make a good stew
Kielman's Book of Brandish cooking
Omelets with dragon eggs
Scholarly Works

101 uses for a dead Peasant
The Book of Stone
Court Practices in the Court of Blessed Empress Marsias
The Dragon-Scale Tome (Timonas of Jalpa)
Favorite Foods of King Johannas IV
Gnomicspheris
Migratory Patterns of the Magic Poor Adventurer
@Poetry and Prose of the Locathah
The Role of the Peasant in the Society of the Future
Mythical/Legend books - specific legends, stories, fairy tales, etc. about legendary weapons or items, their properties, dangers about the item and so on. Also used for reference by dragon slayers for researching the weaknesses of divine/infernal/mythical monsters, often "named" monsters.

The Chronicle of Secret Times (Uhas of House Neheli)
@The Dragon Aernigawog and the Black Knight by
Epic Saga of Great Conjurers (Falsely attributed to Mordenkainen)
@The Handmaiden and the Horned King by (propaganda)
The Harrowing of Ironnose (Epic Poem)
A History (Coerlan Attlander)
An Honest Traveler's Strange Tales of the South (L. Marquel)
@Inventions of the Albiene Empire (two books)
@King Hypan and the Establishment of the Sulanese Empire (four books)
Legendary Phantoms and Ghosts (Evard)
@Legends of the Fae Creatures
@Legends of the Night
@Lord Vanheileps circle of Five (three books)
The Poems of Thalac Jiwo (Thalac the Sighted)
History books - similar to mythical and legend books, these may have useful information about specific locations or creatures.

@The Events Leading to the Fall of the Sulanese Empire
@The History of Cronenwald Castle
@A History of the Emela Speaking People Volumes I - V
The Official History (Uhas of House Neheli)
True Account of the Great Almorian Campaign (Five Volumes, Mage Threndus)
Local History

The History of the Maure Lands
House Lorinar: A Chronicle
Fiction

Amorous Adventures of Amanda Adaire
A Brief Treatise on Truth in Politics
The Civic Duties of the Self Sufficient Serf
Collected Tales, by Deelan Hulthard
The Complete Works of Dinaras Ribaa, Seer
@The Glowing in the Night by (pornographic)
How the North was Won
The Life of the Gentleman Adventurer
Romeo and Juliet
Stranded: Misadventures on Isle Gilligana
The Way It Really Happened
Magical Theory and Research - books and treatises (remember scrolls, clay tablets, magical stone slabs with illusory writing and everything) containing information about spells, research of spells, information about magic-related proficiencies, creation of magical items or objects, and the like.

The A-Z textbook for creation of magical scrolls
Arcane Manipulations of the Entourage (Otto)
Arcane Puissance of Memory (Rary)
Ancient Cryptomancy (Phandal)
@The Art and the Invocation by Grothanla the White
Art of Communications and Sigils (Flamsterd)
Cantrip Cooking: 101 cantrips to liven up your meal
@Cause and Effect: A Guide to Effective Magic Use for Mundanes
The Compendium of Curses and Hexes
@The Complete Laboratory by Elgar
@The Creation and Controllation of Constructs of the Art by
Curative Music (Otto)
Dark Sides of the Memory (Mordenkainen)
Demonology of the Savant (Iquander)
@Detection and Manipulation of Objects at a Distance
Doors and Passages of Arcane Worlds (Lethchauntos)
The Effects of Magic on Reality, by Corak the Mysterious
Enchanting Items in Three Easy Lessons, by Tim
Encyclopedia of the Non-Substances (Asimak)
Evolution of the Arcane Willpower (Tenser)
Extreme Powers of Observation (Kwalish)
The Forgotten Arts of Oratory Magnetism (Leomund)
The Greater gesticulations of geomancy.
Imaginary Landscapes
Inexplicable Reflections (Bucknard)
Iron Golems: Construction methods
@Levius Levitha by Ssorthanor the Great
Libram of the Great Paravisual Emanations (Nystul)
Lore of Subtle Communication (Tasha)
The Mage's Almanac
Magical Potions: Economic ways to mass produce
The Magical Properties of Gemstones (Tenser)
The Magical Properties of Herbs and Flowers (Tenser)
Magical Rods and their construction
Manual Powers Beyond the Life (Bigby)
The Metaphysics of Mathematics (Nystul)
The Multiple Applications of Perceptomancy (Laeral)
Occult Magnetism (Nolzur)
On Fiends (Selkoloth of Rauxes)
@The Power of Directed Magic
Repertoire of Illustrious Conjurations (Drawmij)
Rocks and Crystals in Practical use at home
Rocks and Crystals used in magic experiments
Spherogenesis of the Universes (Otiluke)
Subconscious Repercussions of Pyromancy (Quall)
Tenser's Book of Fundamental Formulae
@Techniques for Animating the Dead, volume 1-4
Thesis on Conditional Ruptures (Archveult)
Thesis on the Planes of Anti-Matter (Leomund)
Theories on Converging Transitions (Lhegrand)
Theory of the Invisible Forces (Tenser)
The Transcendental Impenetrabilities (Leomund)
@A Treatise on the Magical and Alternative Healing Arts
@Uses of Gemstones in Magic by Miars Elpook
@Your Mind is Your Home by V'chak the Blue (psionics)
Ecology and culture books - books about particular creatures or areas (see also "Ecology of…" in Dragon magazine or the ecology entries in the Monstrous Compendium, et. Al.)

The Beasts of Humanity
Book of Birds
Book of Birds II
Book of Common Creatures
The Book of Elvenkind
Common signs of a Vampire
Creatures of the Desert
Creatures of the Sea
Do dragons exist?
Dwarven Culture
Ecology of green dragons
@Encyclopedia Naturalica by The Order of the Golden Candle
The History of Halflings
@The Life and Death of the Buzzing Raptor by Jormindus the Earthy One
Life of Nature, Its Secrets (Caligarde)
Studies of Barbarian Culture
The Undead Compendium
The Truth about Dwarves and Sexuality
Unicorns: Fact or fiction?
What was that mushroom I ate, anyway? (incomprehensible, mostly pictures)
Mundane Works and Tomes - books about non-magical subjects, often penned by mages, scholars and priests, as they are usually the most knowledgeable about these subjects.

Construction of Stonehenge. Theories about purpose
Dictionary of High Common Terms
Games of Luck.
Kings of the Isles. Small enclosed kingdom politics.
Managing Feudal Estates


Contributors

The contents of this file have been excerpted, plagiarized, reorganized, and generally hacked and slashed from contributions to the ADND-L list. Contributors include:

Adam Lowrey, Auke Slotegraaf, Brett A. Paul, Cural Antalas, Dana Harrod, Denzil Kruse, Eric Jackson, Gabriel Valentin, Jason DeNeault, Jens-Arthur Lierbakk, Jon Johansen, Joseph Shaffer, Keith Horsfield, Lance Birmingham, Martin Grimes, Michael Hadler, Michael Smith, Miguel Bazdresch, Paul Judd, Paul Kimmel, Rebecca Rosemary Goulding, Tony, William Groskreutz III, Zack St Lawrence.

Thanks!


Some Books Explained


This section describes the contents of some of the books listed above.

The Art and the Invocation by Archmage Grothanla the White
Gives a +3 bonus to all spellcraft proficiency checks involving the school of Invocation, though each check against spellcraft takes 1d6 turns because the book must be referenced. May even hold information about Grothanla's eventual lichdom and oddities of the Archmage. It also contains a special Invocation spell - Grothanla's Improved Fireball, a 5th level spell combining the effects of a 1d8 HD fireball (i.e., as per Fireball, but with 1d8 instead of 1d6 as the die used when damaging things), with an additional ST vs. Spells to avoid being Blinded as per the spell Cause Blindness for 1 turn per level of the caster.

The Brewing of Cortanethic Ale by
Contains a complete recipe for the brewing of cortanethic ale, a herbal ale said to ease the troubled mind (allows an extra ST vs. Insanity at the DM's discretion) and help heal the woes of the body (may allow an extra 1hp per day of rest if the resting person can drink at least one pint of Cortanethic Ale every day). Not to mention that it is an absolutely delicious ale. To successfully brew a batch of this ale requires a Brewing proficiency check with a -1 penalty on the roll. The ale will need a month to ferment, and should thereafter immediately be decanted on bottles.

Cause and Effect: A Guide to Effective Magic Use for Mundanes by Arch-Mage Althacon Planestepper
This tome is considered by Magic-Users as a pimple on the face magic. While it's theories are accurate they are rather simplistic. Magic-Users will gain no advantages to the use of this book. It may even hinder their abilities by introducing concepts that may come into conflict with their present teachings and research.

Apprentices will find it easier to cast magic with the use of this book. However, if the teachings of their masters does not agree with the text in the book, they will not be able to learn from the magic-user and must seek out a new teacher or spend months equal to the weeks spent studying the book unlearning the books approach to magic.

The true value of the book lies with normals who upon spending 10 weeks (subtracting one week for every point above 13 of their intelligence or adding 2 weeks for every point under 9). Characters with intelligence below 6 will have no chance of understanding the text. Thus a fighter with an intelligence of 16 will spend 7 weeks to thoroughly study the book and a fighter with an intelligence of 6 will have spent 16 weeks. Studying the book requires 4 hours of uninterrupted time per day. After completion of the book the player then attempt to cast the spell the book was intended for. The book is intended for 1st level spells, although there is are books created for the occasional 2nd level spell and books for the rarer 3rd level spell (books for Dispel Magic and Protection from Normal Missiles have been rumored).

The chances of success are equal to 50% with the modifiers of +10% per point above 13 and -15% per point below 9.

Due to the nature of the books and the skill of the author with magic, readers of the book gain the benefit of the spell. They can successfully cast the spell whenever they wish without the need to memorize the spell. They are however, limited to the one spell. Another spell cannot be learned using a different book. This is due to the complexities of each volume. The exceptions are as follows:

After casting the spell rest of 6 hours is required. After a year of casting the spell rest requirements is reduced by 2 hours. After an additional 6 months rest requirements is reduced by an additional 2 hours. Rest requirements can never go below 2 hours. This is due to the power of magic that must harnessed. They are using power they were not properly trained to use and it is mentally exhausting.

If they do not cast the spell within any one week period they must spend two weeks studying the tome again to reacquaint themselves with the spell theory. This will hold for the first two years of the acquisition of the spell.

They cannot cast their spell wearing armor.

If the player is fortunate enough to encounter a mage of the same school as Althacon Planestepper he will be able to gain one additional spell from the mage. The mage is not obliged to teach the player a spell, however the mage will feel a kinship to the character. This particular school of magic was research and discovered by Althacon Planestepper thus the mage was a student of Althacon. This school of magic is rare and difficult to master. If the mage agrees to tutor the player, the player will have to spend an equal amount of time with the mage as he spent reading the book. However, the player cannot begin tutorial within 2 years of learning the first spell. He will not be capable of learning the new spell together with the strain of controlling the first spell.

Collected Tales, by Deelan Hulthard
A collection of different versions of many popular heroic tales and some new stories unique to this up and coming young bard including the tragic Elven love story of Drezaem and Shezael and The Temple in the Knollwood/Gnollwood.

The Complete Apprentice by Archmage Elgar (book one in series)
In this book Elgar details the duties of an apprentice and described different techniques that apprentices should use to help learn spells. Half of this book serves as an exercise booklet. If the entire book is studied for a month and the character makes a half int. check, the character reading it will learn a dozen cantrips and the 1st level spells, detect magic, read magic, and light. Each additional month spent can add +1 to the learn roll.

The Complete Book of Albiene Lords (3 small books)
This is a book describing the Nobel lines of Albiene Empire. This book has been "altered" several times to add legitimacy to different blood lines. (almost worthless except that it describes the government system of a completely non-magical empire. A form of socialism by with a heavy war movement.)

The Complete Laboratory by Elgar (book 4 in series)
In this book Elgar explains how a modern research laboratory should be equipped. Using this book it is possible to save 10% on a basic library and cut the time required to build a laboratory in half.

The Creation and Controllation of Constructs of the Art by
If the reader succeeds at an Int-check with a -3 penalty to the roll, he will be able to use the powers of this book. Anyone seeking to research any spell pertaining to the animation of constructs or objects, will get the needed time reduced with 20% by using this book. Otherwise, this book does not count towards anything. This book also contains hidden rituals to enchant bone golems - an Int-check with a -6 penalty will allow any mage of sufficient experience to learn the ritual and ingredients needed to create such a construct. Also, any golems or other magical constructs created with this book available as a reference, will be +1 HP per HD tougher than regular golems, provided the mage passed the -3 Int check.

The Delightful World of Mushrooms by Arch-Druid Coranthus
Coranthus was far from any Arch-Druid, but rather a herbalist with druidic pretensions. However, his knowledge of mushrooms was almost flawless, and as such this book contains several excellent recipes on various dishes containing both mundane and exotic mushrooms. Unfortunately, he also was something of a prankster, and some of the recipes given in this book contain psychoactive and hallucinogenic mushrooms, making anyone that eats of certain dishes in this book euphoric or otherwise suffering hallucinations. This book gives a +3 bonus to any Cooking roll involving mushrooms. However, when the outcome is 22 or higher, the recipe chosen is one of the "special" recipes. If a ST vs. Poison is failed, then the character will act as if under a Tasha's Uncontrollable Laughter spell for 1d65 minutes, but the character will be apathetic instead of laughing uncontrollably. Essentially, the character is stoned for a while. These special recipes may be poisonous to some elves and goblinoid races - if the ST was a natural "1", the DM may rule that the meal was poisonous, giving stomach cramps for 2 days and 2d6 immediate points of damage from toxic shock. If the reader of this book succeeds in a Religion check, it will be painfully obvious that the author of the book was no druid. This roll is an automatic success for any druid with the Religion proficiency in his religion.

Detection and Manipulation of objects at a distance journeyman thesis of Miars Elpook
This book described detection techniques and Telekinesis effects that are possible to use on objects up to 50 yards away. The last part of this book details a form of object teleportation (warning, this can be an unbalancing spell. I usually give it a 30% chance of grabbing something random including guardsmen, assassins, etc.)

The Dragon Aernigawog and the Black Knight by
Contains the story about the Black Knight and his quest to rid the world of the terrible ice dragon Aernigawog. Might have clues to weaknesses of the dragon, where to find it, and perhaps even clues to where the Black Knight met his eventual demise.

Dwarven book of Engineering
This book was actually created by an adventuring dwarf, and it details the uses of engineering that were employed in order to negotiate the various obstacles that the dwarf encountered. It contains mostly drawings and quick sketches of very specific situations and how to get out of them.

Encyclopedia Naturalica by The Order of the Golden Candle
Provides a +2 bonus to all Animal Lore and relevant skills, provided that the creature in question is a "natural" beast (not a displacer beast, or other beast with magical powers), and that the book can be referenced (usually 1d6+3 minutes per reference).

The Events Leading to the Fall of the Sulanese Empire (four books)
Tales of the council of Sulanese archmages finding a lurking force of evil tainting the kingdom. The entire council worked on containing this evil, but apparently the evil was tied heavily to the artifacts built to power the kingdom's expansion efforts. The mages in this tale are extremely high leveled (wish and resurrect are both cast several times) The book ends abruptly when the High council decides that the evil taint must be driven out at all costs. (this book is old and worn, a copy of a copy of a copy of the original. To a historian or powerful mage this book is extremely valuable because it reveals part of the process of making artifacts used by the Sulanese. The 2nd book details the making of Sulanese artifacts (always Lawful Evil) only the 4th book mentions the threat of these artifacts. The items are smart enough to hide their alignment.

The Glowing in the Night by
Actually a pornographic fairy tale written for the (secret) amusement of one rather ... geil Lord. Complete with pictures and perhaps even magical, animated illusions.

The Handmaiden and the Horned King by
A poorly camouflaged attack on King Ronthal's rule. A successful Int ability check will show this book for what it is: propaganda. A failed check will make the reader somewhat hostile to King Ronthal, and a Critical Failure will make the reader actively hostile to King Ronthal. In this last case, whenever the subject matter came up, the reader will actively attack King Ronthal's rule at every opportunity, and will seek to convert others to his cause.

The History of Cronenwald Castle by Brughan the Scribe
A chronological history of Cronenwald Castle, complete with who designed it, the lords that have resided there, and modifications and remodeling efforts. Might have information about secret corridors and rooms hidden in it, might be used to find out information about the vampire that currently resides there, and may even contain information about the unfinished business the ghost of the Lord Gronathan needs to have done to go to its final rest.

A History of the Emela Speaking People Volumes I - V, by Henridon Wuro (a.k.a. Henry the Historian)
Details events in the history of the Emelrene region of western Lythia (including Palithane and Trierzon) from its origins in the Henge cultures over 3000 years ago to the succession at age 15 in 646TR of the present King Farssal Trevelyan and his marriage in 676 to the Elven Princess Merywin Shaalinrissa of Neoma. Includes information on the founding of the Kingdom of Emelrene by Axieros of Berema in 300BT; The Dominion Wars of 240BT - 5TR; The Era of Flames (a.k.a. "The Religion Wars") of 100-300TR; the reign of King Trevelyan "Half-Elven" from 300-370TR and the wars with the Azeryan Empire over the Palithane and Norimar regions, including information on the Trierzi Revolt beginning in 484TR and the Revenge of the Trierzi Mine Slaves in 495; the Ivinian conquests of Palithane and the subsequent wars with the Palithanians including the Marriage War of 620-630 and its Humanoid invasions. Recounts the mysterious disappearance at sea of King Attalus in 629, the marriage of Queen-Widow Gwendolyn to Regent Thelkar Tarquinias, the birth of their son, Farssal. Tells the tale of "The Mad Duke's War" in 632-633 and the return of Idrik "the Patient Mage".

An Insider’s Guide to Bureaucracy in
This is THE book to have when doing business in the big city. Big cities will always have departments and department will always have red tape. Fortunately this book is available for those who don't have the know-how to properly deal with them.

A careful study of this book will inform players of the correct department to go to immediately thus avoiding inherent misdirection. It will tutor you on how to get the lowest license to the harder to get charters, including even how to get appointments with high-ranking officials in a short period of time.

Players with a bureaucracy proficiency using this book will gain access to their objective in 1/2 the time it would normally take.

There are several different pricing subscription levels available. Some are easily available others not. I suggest the DM use discretion with the higher levels. They can easily cause unbalance in a city campaign. Although the DM can easily render them useless.

Levels of subscription:

BUDGET - This is the lowest level that can be purchased. It will inform you of different departments and what forms they require. It's cost is 5 gp per month. It is updated on a monthly basis.

STANDARD - This is the best selling version of the books. It provides the same as above with the exceptions of including names of department heads. It also tells you which are susceptible to bribes and which are not. It also gives you a standard bribery scale. (Just how much is too much?) It's cost is 20 gp per month. It is updated on a monthly basis.

PREFERRED - This is the gold card version of the book. It not only tells you of the same as above but it also tells you individual employees with secrets and the secrets you can use to extort your way through all that messy red tape. It of course still gives you the bribery scale (Extortion is cautioned as the last resort). These copies are rarer. Their cost is 50 gp per month. It is updated every two weeks (assuming a month is 4 weeks long) due to ever increasing changes in staff.

EXCLUSIVE - If Preferred is the gold card this is the platinum. This volume tells you which civil servants are bought and the code words to get what you want without the need for bribery. The only costs incurred will be departmental filing fees. Bribery will not be accepted by those who recognize the code words. This book's cost is 100 gp per month. It is updated on a weekly basis. NOTE: This book is by far the most dangerous. The only method of obtaining a subscription is by referral. Subscribers must also upon application for subscription agree to execution in the event they were to lose their copy of the book. (Too much money and research is expended in order allow this vast a network to potentially fall apart if the book got into the hands of an authority).

DM's NOTE: The books were originally created as a secondary form of income for the local thieves guild who saw a profitable use of their spy network's information. The two highest levels should be harder to obtain. They are intended for use within the guild (somewhat akin to tools of the trade). If the Exclusive version gets into the hands of the wrong people, players should be prepared to run or fight for the rest of their short lives. If players come across a copy of the book and they attempt to continue the subscription, the guild will immediately set about to reclaim the copy, enlisting the assassin's guild if necessary. There is no known association with the subscription company and the guilds.

Inventions of the Albiene Empire (two books)
Very war-like empire. Was able to conquer a large part of the continent without using magic of any form. The Albienese have found numerous ways to disable spellcasters and priests. Some strategies and items are described. The best techniques require the use of both books. (example. arrows that can made to make magic impossible for any mage with one stuck through him.)

King Hypan and the Establishment of the Sulanese Empire (four books)
Tales of Hypan and the founding of the Sulanese Empire. This empire has been destroyed at least 700 years in my world, but research from these books is useful to learn more about Sulanese Objects and locations of the ancient Sulanese Capitol.

Legends of the Fae Creatures
Bedtime stories for children. Tales mostly focus on sprites, pixies, brownies, gnomes, troggs, and gremlins. Magical creatures that are mostly good in nature. The tales are 30% true.

Legends of the Night
Ghoulish stories about the undead and demonic creatures. This book is a Lovecraft style book, but is quite useful as a reference. Most of the knowledge is correct (90%) and any Chaotic Evil Undead or Extra-planar creature has a 30% chance of being in the book. Reading the book has a 1% chance of driving the character insane cumulative for each time the book is read. The last page actually is glued together and contains a scroll of open Planar Gate. It is cursed and will be read on sight.

Levius Levitha by Ssorthanor the Great
This book, written in drow (the mage must succeed in a proficiency check vs. drow with a -2 penalty to the roll to be able to use this book) imparts a curse on the reader to never harm, destroy, or allow to harm the book, and to always be respectful when talking about Ssorthanor. Otherwise, this book helps in all travel and flight-related spells, in that durations that are determined by level are increased as if the level of the mage is three levels higher than he really is. This ability is retained if the mage is allowed to study the book for one whole day each time he advances in level, otherwise the ability will fade at the rate of losing one bonus level per level the mage advances. The ability can be used with the following spells, and all other spells that the DM so declares: Flight, Levitate, Murdock's Feathery Flyer, and Featherfall. Mark that this book does not provide insight in instantaneous travel-spells like Teleport and Teleport without Error.

The Life and Death of the Buzzing Raptor by Jormindus the Earthy One
The Buzzing Raptor is a magical hybrid of wasp and raptor common to the county of Bleghrond. This book gives the vulnerabilities of this creature, and also provides information about what they eat, when they swarm, and the fact that they explode when killed, and then animate as skeleton fragments easily destroyed, yet eerie and dangerous for children and suchlike.

Lord Vanheileps circle of Five (three books)
Collected Bardic Tales, modified so that all the heroes seem to be in the service of a single lord. These tales might be very helpful to a bard, but every creature and spell are so fantastic that kobolds are described as slavering monsters from the pit of hell.

The Lothian Book of Lothian Nobles. (4 books)
Described the original Nobles of the Lothian kingdom. This book details 300 years worth of the royal lines. It will give a +3 to all Lothian Heraldry checks. Any Lothian House would love to have this book. The collection of all for would be priceless to any Lothian Ruler. (Might be easier to kill the party to get them)

Poetry and Prose of the Locathah, translation by Mandiran the Dark Mage
The book radiates alteration magic. Upon opening, a special Magic Mouth is triggered which will recite Locathah poetry require a saving throw vs. Spell for all listeners within a 10' radius. Failure will cause all hand-held objects to be dropped (including the book - 10% chance of it closing itself) and hands to be clamped to the ears whilst moaning, groaning, gagging and retching in response to the vile and disgusting "words" being spoken to the exclusion of any other activity for the duration of the recitation (about 10 minutes). A successful save will cause the listener to moan, groan, gag and retch in response to the vile and disgusting "words" being spoken for the duration of the recitation.

The Power of Directed Magic, by a PC
This tome details the workings and variations of the magic missile spell. A Mage who knows magic missile and studies the book for at least a week will gain the following ability. When the Mage casts magic missile she can get one more missile than normal or each missile will do +1 damage. This book must be studied at least an hour a week or the special ability is lost.

Rabin's Guide to Gems
This book is an invaluable accessory to the adventurer who does not have the Gem Appraisal proficiency. By using this book the adventurer can gain such knowledge as specific type of gem, approximate size (using the handy size scales in Appendix A) and value based on size (Appendix B). The appraiser sells the volume for a scant 5 gp ("It pays for itself in saved appraisal fees" says the appraiser in his sales pitch). Adventurers that come into a participating appraiser's shop with gem and book in hand will receive the value of the gem as printed (or as listed in the recent edition available at the desk), no fees incurred.

Due to the licensing of the Guide price wars have begun with bonuses of up to 20% offered by appraisers just for using them.

While it does not contain every known gem it does contain the most popular, ranging from ornamental to precious gem stones. The adventurer turns to the page of the gem that is in question, starting from the section on color, moving on to details and flaws until they reach the gem they are looking for (some of course will be immediately identifiable). Once they reach the specific gem they can read about specific properties of the gem (social value, magical value, component value) determining whether it would be suited for them to sell the gem to the appraiser, mages, nobility or keep it for themselves. They can then move onto the appendices which can then tell them about size and value.

They can purchase an additional book and accessory kit that can teach them in a easy to understand format to split large gems into various denominations for adventurers that cannot make amicable arrangements any other way. The add-on book and kit cost an additional 10 gp ("Of course it costs more, I giving away my best secrets", says the appraiser with a genuine hurt look on his face.)

It is rumored that additional volumes may be available to encompass every know gem with addendum added as new gems are discovered, researched and given market values. Naturally with the more rarer gems the volumes grow in cost, with addendum available strictly on a subscriber basis.

A character with Gem Appraisal will look at these volumes at first with disdain and scorn. This knowledge cannot be gained from a book, only from a trained teacher. Until he learns the secret of the books. The monetary values of the gems listed in the books generally undervalue the gems by about 35%. A character with Gem Appraisal may at first think the authors incompetent in their skill but must concede their abilities since the only things in the book that may be inaccurate will be only the pricing. An appraiser with the volume will be able to determine the exact value of a gem (not withstanding variables) once he has been able to deduce the price markdown scheme in the volumes.

Adventurers using the optional Cutter's kit will have a percentage chance of success:

% Roll                                  Event

0  - 10    Gem ruined, overall value of remnants reduced to 1% of original value
11 - 25    Gem damaged, value reduced to 50% of original value
26 - 74    Gem cutting successful in denominations sought after
75 - 89    Gem cutting successful, however you manage to cut an additional piece over and above pieces sought after, This piece is valued equal to highest valued piece.
90 - 00    Gem pieces increased in value by d4 times
If the adventurer using the cutter kit is a Gem Appraiser add 20% to roll.

Techniques for animating the dead (volumes I-IV)
This book details methods of animating the recently dead. It covers methods of making the dead smell better, look better, be stronger, and retain some of the skill they had in life. Use of these books will give a +1 hp per HD to skeletons made while referring to this book. There are also several spells for animating Zombies, but removing the flesh afterwards to prevent their smell and slowness. A must have for all serious Necromancers. Each book has some specialized effects on undead as well as some "new" spells. The writer of this book is now a Lich. All sections on Liches and Vampires are blatantly untrue.

A Treatise on the Magical and Alternative Healing Arts
With Special Commentary on the Uses of Unusual Ingredients and Ingredients of a Magical Origin
4 copies of this book still exist but may have differing commentaries. Among other things, this ancient tome is believed to contain specific information on concocting a poultice to regenerate severed limbs, including ingredients and mixing instructions.

Uses of Gemstones in Magic, Masters thesis of Miars Elpook
This book details substitutions that can be made if certain spell components are not available. Wizards using it will be able to save approximately 10% of gemstone casting components. If one is adventuring in the lands of Lothia (my world) and meets a man names Miars, they would be wise hiding any valuables from him.

Your Mind is Your Home by V'chak the Blue
V'chak the Blue was actually a psionicist, and this series of scrolls is actually a treatise on how to defend oneself from psionic attack. Reading and understanding this book requires both a Wisdom and an Intelligence ability check, but has a chance to unlock the powers of the mind in even an untrained user. Roll to check for a psionic Wild Talent, even if the user already has one, modified as if a successful Psionic Surgery was used. If a psionicist reads this book, he gains a +1 bonus on one psionic defense mode, and 1d6 PSPs. Reading this book multiple times does not confer any extra abilities or bonuses. To study this book the user must devote a whole month of study, rolling to check for understanding at the end of that period. If this check was unsuccessful, the reader needs more experience and knowledge to unlock the mysteries of this book, and may only try again after he or she either has advanced a level, or a whole game-time year has passed, whichever comes first.

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