Some Books Explained
This section describes the contents of some of the books listed above. However, not many books are described in detail. Any contributions to this list would be helpful.
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 Cause and Effect: A Guide to Effective Magic Use for
Mundanes by Arch-Mage Althacon Planestepper 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 The Complete Apprentice by Archmage Elgar (book one in
series) The Complete Book of Albiene Lords (3 small books) The Complete Laboratory by Elgar (book 4 in series) The Creation and Controllation of Constructs of the Art by
The Delightful World of Mushrooms by Arch-Druid Coranthus Detection and Manipulation of objects at a distance
journeyman thesis of Miars Elpook The Dragon Aernigawog and the Black Knight by Dwarven book of Engineering Encyclopedia Naturalica by The Order of the Golden Candle The Events Leading to the Fall of the Sulanese Empire (four
books) The Glowing in the Night by The Handmaiden and the Horned King by The History of Cronenwald Castle by Brughan the Scribe A History of the Emela Speaking People Volumes I - V, by
Henridon Wuro (a.k.a. Henry the Historian) An Insider’s Guide to Bureaucracy in 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) King Hypan and the Establishment of the Sulanese Empire
(four books) Legends of the Fae Creatures Legends of the Night Levius Levitha by Ssorthanor the Great The Life and Death of the Buzzing Raptor by Jormindus the
Earthy One Lord Vanheileps circle of Five (three books) The Lothian Book of Lothian Nobles. (4 books) Poetry and Prose of the Locathah, translation by Mandiran
the Dark Mage The Power of Directed Magic, by a PC Rabin's Guide to Gems 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:
If the adventurer using the cutter kit is a Gem Appraiser
add 20% to roll.
Techniques for animating the dead (volumes I-IV) A Treatise on the Magical and Alternative Healing Arts Uses of Gemstones in Magic, Masters thesis of Miars
Elpook Your Mind is Your Home by V'chak the Blue
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.
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.
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.
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.
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.)
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.
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.
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.
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.)
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.
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.
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).
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.
Actually a pornographic fairy tale written for the (secret)
amusement of one rather ... geil Lord. Complete with pictures
and perhaps even magical, animated illusions.
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.
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.
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".
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.
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.)
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.
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.
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.
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 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.
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.
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)
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.
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.
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.
% 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
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.
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.
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.
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.