Beginning Spellbooks for PFRPG

February 16, 2017 | Author: edrubb | Category: N/A
Share Embed Donate


Short Description

Beginning Spellbooks for PFRPG...

Description

BEGINNING SPELLBOOKS™ For the Pathfinder Roleplaying Game. Contains 4 starting spellbooks that can be used as random treasure, known spells for non-player characters, or starting gear for new player characters. Also includes a sampler of higherlevel spellbooks from other entries in the Spellbooks series.

KEY TO SPELLBOOK ENTRIES While spellbooks are not technically magical items, a variation of the magic item stat block is used here in order to convey information about each book in a familiar, usable format. Aura A spellbook’s aura is based on the school most strongly represented within the book. The strength of the aura depends upon the percentage of spells represented by the dominant school. Caster Level (CL) The level of the caster who created the spellbook. A spellbook may be possessed and used by a wizard who is not able to cast all of the spells contained within. Slot Spellbooks do not occupy a space on the body as magic items do. Price The cost in gold pieces to purchase the spellbook, based on the spells contained in the book. This is generally half the cost of construction; unlike other magic items, spellbooks depreciate in value, largely because of the effort required to decipher them. See “Selling a Spellbook” in the Pathfinder Roleplaying Game Core Rulebook. Weight Most spellbooks weigh between 3 and 5 pounds, based on the number of pages and the materials they are constructed from.

TABLE 1-1 BEGINNING SPELLBOOKS 01-25 26-50 51-75 76-00

Beginning Transmutation Iskruak’s Beginning Evocation Raiment of Blood River Veil

Description Information about the spellbook’s appearance, condition, and materials it is made of, as well as the language it is written in. Author Information What, if anything, is known about the author, including race and any notable achievements. Spell List A listing of the spells available in the spellbook, sorted by spell level, as well as information on which Pathfinder Roleplaying

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product

Game books full spell descriptions are located in.

BEGINNING TRANSMUTATION

Additional Information Other information contained in the book, including any bonuses or penalties to Spellcraft checks to transcribe it, or Knowledge skill bonuses that may be gained by reading it.

DESCRIPTION

Construction How the book was created, including feats and costs. Requirements The feats, skills, and spells needed to create the spellbook. Cost The amount in gold pieces to construct the spellbook. This assumes a wizard begins with a standard blank spellbook, plus the cost of writing in each spell. Additional costs for special inks and adornments, which have no game effect on the spells, may also apply. See “Writing a New Spell into a Spellbook” in the Pathfinder Roleplaying Game Core Rulebook.

READING NEW SPELLBOOKS When attempting to read a spellbook created by another wizard, a character must make Spellcraft check with a DC of 20+ the spell’s level. The spell read magic allows spellbooks to be read without the skill check. See “Arcane Magical Writings” in the Pathfinder Roleplaying Game Core Rulebook for more information. It is assumed that wizard player characters will copy new spells from discovered spellbooks into their own spellbooks. If a character wishes to prepare a spell from another wizard’s spellbook, it requires a Spellcraft check with a DC equal to 15 + the spell’s level. See “Wizard Spells and Borrowed Spellbooks” in the Pathfinder Roleplaying Game Core Rulebook for more information.

OTHER INFORMATION IN SPELLBOOKS Each spell takes up one page of the book, but spells are not the only information within a spellbook. There are usually several pages of notes, illustrations, and other information the creating wizard thought to be valuable. A great deal of this information will not make sense to anyone else reading the book.

2

Aura faint transmutation; CL 1st Slot none; Price 20 gp; Weight 1 lb. This cloth-bound book is well worn, with a faded blue cover and broken spine. Written is a modern dialect of the Common tongue, it is a primer on the transmutation school of magic, explaining the most basic concepts, and includes four cantrips for apprentice wizards. It is filled with clear, concise diagrams. The pages are stuffed with small slips of paper containing notes taken by its previous owner.

AUTHOR INFORMATION Esakoz Drake spent the majority of his life teaching young wizards. The late human is best known for compositing this standard text on transmutation, which has been copied over and over for nearly 200 years.

SPELL LIST 0

Mage Hand; Mending; Message; Open/Close

Complete descriptions of the spells contained within this book are in the Pathfinder Roleplaying Game Core Rulebook.

ADDITIONAL INFORMATION Due to the excellent quality of the descriptions and illustrations, a wizard transcribing this spellbook gains a +2 circumstance bonus to Spellcraft checks. If the slips of paper are read separately and organized into a single narrative, te reader also gains a permanent +1 bonus to Use Magical Device checks.

CONSTRUCTION Requirements Spellcraft, the ability to cast the spells listed above; Cost 40 gp

ISKRUAK’S BEGINNING EVOCATION Aura faint evocation; CL 1st Slot none; Price 40 gp; Weight 1 lb.

DESCRIPTION This book is written as a primer on the Evocation school of magic. The illuminated illustrations contain rare inks and gold leaf, doubling the normal price of a spellbook containing this same information. Silk ribbons attached to the binding serve as bookmarks, and there are 7 pink rose petals pressed in the inside back cover.

AUTHOR INFORMATION Iskruak is the advisor to the queen of a nearby city-state. She has trained three generations of the royal family in the arts of evocation. An extremely aged elf, she is known for being a strict and intimidating teacher.

SPELL LIST 0

Dancing Lights; Flare; Light; Ray of Frost; Spark*

Complete descriptions of the spells contained within this book are in the Pathfinder Roleplaying Game Core Rulebook and the Pathfinder Advanced Players Guide*

ADDITIONAL INFORMATION While the illustrations are beautiful, they do not lend themselves to clarity. A wizard transcribing this spellbook without reproducing the illustrations in the illuminated style gains a -2 circumstance penalty to Spellcraft checks. If illumination is used, the penalty is removed, but it doubles the cost of transcribing the spells and takes three times as long. This copy was transcribed by the niece of the city-state’s ruler, and contains notes on etiquette and lineage. The reader of this book also gains a +2 circumstance bonus to Diplomacy checks when in that city-state, as well as a +2 circumstance bonus on Knowledge: Nobility checks related to the family.

RAIMENT OF BLOOD Aura faint necromancy; CL 1st Slot none; Price 15 gp; Weight 1 lb.

DESCRIPTION This leather-bound journal contains pages made from lambskin, which are brittle and fragile. The script is written in blood, which has turned brown with age. It is written in an older form of Undercommon, in small, sloppy, and smeared writing. It is a primer on the necromantic arts, and contains numerous anatomical illustrations of various humanoid races. The inside front cover contains a map of a cavern complex, obviously drawn by another author, in normal black ink.

AUTHOR INFORMATION Sa’uboru Tholzhath was an exiled drow from an unknown house. He dwelled near the surface, and taught necromancy to humans, elves, orcs, and any others willing to meet his price and obey his rules. The map seems to be of his dark seminary.

SPELL LIST 0

Bleed; Disrupt Undead; Touch of Fatigue

Complete descriptions of the spells contained within this book are in the Pathfinder Roleplaying Game Core Rulebook.

ADDITIONAL INFORMATION Because of the frail condition of this book and the poor quality of the handwriting, a wizard transcribing this spellbook gains a -2 circumstance penalty to Spellcraft checks. However, the quality of the anatomical illustrations convey a +2 circumstance bonus to Heal checks performed on drow, elves, humans, orcs, and dwarves, as well as a +2 circumstance bonus to Intimidate checks performed in conjunction with acts of torture. The book itself radiates a faint aura of evil, but has no other magic properties.

CONSTRUCTION

CONSTRUCTION

Requirements Spellcraft, the ability to cast the spells listed above; Cost 80 gp

Requirements Spellcraft, the ability to cast the spells listed above; Cost 30 gp 3

THE RIVER VEIL Aura faint divination; CL 1st Slot none; Price 15 gp; Weight 1 lb.

DESCRIPTION The book appears to be brand new, and is bound in cloth-of-gold. The pages are clean white paper, and written upon with a deep blue ink. The cursive writing is in the Celestial language, and written as flowing prose. It uses the metaphor of a flowing river, filled with plant and animal life, and its intersection with wilderness and civilizations, to convey the rudimentary theories of Divination. A few pages have been dog-eared, the corners folded down to mark the page; the words on those pages are incomprehensible and cannot be transcribed.

Divination. The transcriber will, however, begin to speak in riddles and pepper their speech with vague metaphors.

CONSTRUCTION Requirements Spellcraft, the ability to cast the spells listed above; Cost 30 gp

AUTHOR INFORMATION Korynzen the Scribe is an aasimar who lives atop a high mountain at the center of a feyinfested forest. He is a short, bald man with a wispy mustache, and is known to speak in riddles. His reputation is that of one of the greatest arcane diviners in the world, and his serves are sought by kings, dragons, and adventurers.

SPELL LIST 0

Detect Magic; Detect Poison; Read Magic

Complete descriptions of the spells contained within this book are in the Pathfinder Roleplaying Game Core Rulebook.

ADDITIONAL INFORMATION When beginning to read this book, the reader should make a DC 25 Knowledge: Arcana check. If the check fails, transcribing this spellbook carries a -2 circumstance penalty to the Spellcraft checks. Further, the reader also gains a permanent -2 penalty to Knowledge: Arcana checks related to Divination. It cannot be rerolled, and the reader will never comprehend the concepts. If the check succeeds, transcribing this spellbook carries a +2 circumstance bonus to the Spellcraft checks. The reader also gains a permanent +2 bonus to Knowledge: Arcana checks related to

4

A SPELLBOOK SAMPLER The spellbooks on the following pages are drawn from other products that are coming soon from Asparagus Jumpsuit. These will offer more random spellbooks with higher-level spells, themed spellbooks, and new spells from sources other than the Pathfinder Roleplaying Game Core Rulebook.

HATHU ULOG

EXPERIMENTS OF OLAB (RED)

A Sample from Core Spellbooks

A Sample from Advanced Spellbooks

Aura strong illusion; CL 11th Slot none; Price 2,260 gp; Weight 3 lbs.

Aura strong transmutation; CL 1st Slot none; Price 85 gp; Weight 3 lbs.

DESCRIPTION

DESCRIPTION

This is the second volume in a set of illusionist spellbooks by the renowned gnome Hathu. The cover appears to be carved from a single sheet of hematite a quarter of an inch thick, and the pages are thin leaves of silver. It is written in a popular dialect of the gnomish tongue.

This book is a red-covered ledger, of the type used by merchants and solicitors in larger cities. Half of the pages are filled with lists of the author’s enemies, written in Common and broken into categories: rival mages, political enemies, religious disagreements, people he owes money to, people who own him money, and so on. The other half of the pages are written in Draconic and filled with experiments and spell formulas. AUTHOR INFORMATION Olab is a half-elven wizard from a prominent city, and is widely dislike and considered to be mad. He is noted for writing several volumes of Experiments, each with a different color cover. The books were stolen from him, purportedly in an act of revenge by a disgruntled apprentice. Olab will pay double their listed price to get them back; Olab’s enemies might be convinced to pay even more just to harass him.

AUTHOR INFORMATION Hathu is a gnome illusionist who has produced several standard texts on the arts of glamer and pattern.

SPELL LIST 4th

5th

6th

Hallucinatory Terrain; Illusory Wall; Invisibility, Greater; Phantasmal Killer; Rainbow Pattern; Shadow Conjuration Dream; False Vision; Mirage Arcana; Nightmare; Persistent Image; Seeming; Shadow Evocation Mislead; Permanent Image; Programmed Image; Shadow Walk; Veil

Complete descriptions of the spells contained within this book are in the Pathfinder Roleplaying Game Core Rulebook .

ADDITIONAL INFORMATION The book is made of ordinary materials, which a DC 21 Spellcraft check will reveal. The book is intentionally filled with errors, and a wizard transcribing this spellbook gains a -2 circumstance penalty to spellcraft checks as a result. If the reader has read the first volume in Hathu’s series, The Codex of Hathu, he will immediate spot the discrepancies and avoid the penalty.

SPELL LIST 1st

Alchemical Tinkering**; Alter Winds*; Ant Haul*; Break*; Crafter's Curse*; Crafter's Fortune*; Dancing Lantern*; Expeditious Excavation*; Gravity Bow*; Marid’s Mastery**; Stone Fist*; Strong Wings**; Touch of Gracelessness*; Touch of the Sea*; Urban Grace**; Windy Escape** Complete descriptions of the spells contained within this book are in the Pathfinder Advanced Players Guide* and the Pathfinder Advanced Race Guide**.

ADDITIONAL INFORMATION

The reader of this book also gains a permanent +2 bonus to Knowledge: Arcana checks related to spells with the pattern subtype.

The spells are clearly written and can be transcribed with no penalties or bonuses. If the grievance lists are read, the reader will gain a +2 circumstance bonus on Bluff, and Sense Motive checks when dealing with the people named.

CONSTRUCTION

CONSTRUCTION

Requirements Spellcraft, the ability to cast the spells listed above; Cost 4,525 gp

Requirements Spellcraft, the ability to cast the spells listed above; Cost 175 gp 5

ESSENTIAL EMOTION A Sample from Ultimate Spellbooks

THE DARKENED MIND A Sample from Artifact Spellbooks

Aura strong enchantment; CL 5th Slot none; Price 305 gp; Weight 3 lbs.

Aura strong enchantment; CL 17th Slot none; Price 6,145 gp; Weight 4 lbs.

DESCRIPTION

DESCRIPTION

There is no writing on the black leather cover of spine of this book, but the title is printed on the first page with thick block letters in red ink. This book is written in proper formal Common, and the penmanship is squarish and neat. The illustrations are all flat, two-dimensional diagrams. AUTHOR INFORMATION Porter McCall is a recognized authority on the enchantment school of magic. He resides with an ocelot familiar in a small cottage in the center of a feywild forest far from any human settlement. Rumor has it that he is a fey-blooded sorcerer who took up the study of wizardry in order to better understand himself and his innate abilities.

This book appears to have been created from the pages of several different spellbooks, taken apart and bound together. The front and back covers do not match in color or size, with the red velvet front cover being slightly too small compared to the size of the pages, and the brown snakeskin back cover a bit too large. It is stitched together with irregular lengths of green-dyed leather strips and red wool yarn. Most of it is written in Common, with notes in the margins in the language of goblins and in the same handwriting.

SPELL LIST 1st

2nd

3rd

Bungle**; Delusional Pride**; Lock Gaze*; Moment of Greatness*; Unprepared Combatant**; Bestow Weapon Proficiency*; Compassionate Ally**; Delay Pain**; Oppressive Boredom**; Qualm*; Tactical Acumen*; Unnatural Lust** Reckless Infatuation**; Unadulterated Loathing**

Complete descriptions of the spells contained within this book are in the Pathfinder Ultimate Combat* and Pathfinder Ultimate Magic**.

ADDITIONAL INFORMATION Because of the clarity of the book’s prose and illustrations, a wizard transcribing it gains a +2 circumstance bonus to Spellcraft checks. The reader of this book also gains a permanent +2 bonus to Knowledge: Nature and Knowledge: Planar checks that relate to fey creatures.

CONSTRUCTION Requirements Spellcraft, the ability to cast the spells listed above; Cost 615 gp

6

AUTHOR INFORMATION Arameba Redwise Hope is a chaotic human wizard who dwells in a desert cave, surrounded by walls that have been inscribed with ancient dwarven runes. The cave lies near the seasonal route of a nomadic barbarian tribe, with whom she trades, as well as an entrance to the

underworld, whose denizens she lays traps for, captures, and experiments upon. It is said that deeper inside her cavern home, she has a number of goblin servants, who are permanently in her thrall.

8th

9th

Antipathy; Binding; Demand; Irresistible Dance; Power Word Stun; Symbol of Insanity; Sympathy Dominate Monster; Hold Monster, Mass; Power Word Kill

Complete descriptions of the spells contained within this book are in the Pathfinder Roleplaying Game Core Rulebook.

ADDITIONAL INFORMATION The Darkened Mind is the spellbook of Vertisz Maak, one of Arameba’s goblin apprenticethralls, who escaped her enchantment and sought revenge. How he became separated from his spellbook is unknown, but as a high-level enchanter he is not without means, and seeks to recover the book. He is currently gathering an army to not only attack Arameba’s caves, but to raid the local barbarian tribe on their annual trek through the area. After that, his forces will continue to gather strength, and he will have the power to attack local human, elven, and dwarven settlements, and conquer a small empire for himself. If, of course, Maak can get his spellbook back.

SPELL LIST 0 1st 2nd 3rd 4th 5th 6th 7th

Daze Hypnotism; Sleep Daze Monster; Hideous Laughter; Touch of Idiocy Deep Slumber; Heroism; Hold Person; Rage; Suggestion Confusion; Crushing Despair; Geas, Lesser Dominate Person; Feeblemind; Hold Monster; Mind Fog; Symbol of Sleep Geas/Quest; Heroism, Greater; Suggestion, Mass Hold Person, Mass; Insanity; Power Word Blind; Symbol of Stunning

A wizard transcribing this spellbook can do so with no bonus or penalty to Spellcraft checks, if they speak Goblin. Additionally, the book contains detailed maps of Arameba’s cave, the barbarian campsite, and the cavern complex of the nearby goblin tribes. The reader gains a +2 circumstance bonus on Knowledge: Dungeoneering, Knowledge: Geography, and Knowledge: Local on checks relevant to the area in, around, and under Arameba Redwise Hope’s lair.

CONSTRUCTION Requirements Spellcraft, the ability to cast the spells listed above; Cost 12,290 gp

7

OPEN GAME LICENSE VERSION 1.0A The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content ma y only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. All proper names, Logos, Company Names, Images, Graphics, are product identity all other content is open gaming content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or a ll of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, bas ed on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Beginning Spellbooks copyright 2012 Berin Kinsman; Author: Berin Kinsman

ASPARAGUS JUMPSUIT™ is Berin and Katie Kinsman. Visit us at asparagusjumpsuit.com. FORAGER’S GUILD GUIDE TO BEGINNING SPELLBOOKS™ © Copyright 2012 Berin Kinsman. All rights reserved. This is version 1.2 of this document, released on January 16, 2013. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/ compatibility for more information on the compatibility license.

8

View more...

Comments

Copyright ©2017 KUPDF Inc.
SUPPORT KUPDF