| Durendal |
Homebrew setting
This is a magic item for a low-magic homebrew where the Bard is the only arcane caster. The overarching plot of the homebrew has to do with the origins of magic and it’s impending re-emergence, and the idea is to have it possible for almost any one to stumble upon an ancient magic tome and use it's powers, albeit to limited extent and with some risk.
I would appreciate your thoughts on this in general, and specifically regarding any pitfalls I may come across.
Activation: To activate a spell from a spell tome, a spell caster must know the page of a desired spell and read the spell written on the given page. Doing so involves the following steps and conditions
- To use a spell tome, the tome bearer must be able to read Elf.
- The tome bearer must have an Intelligence or Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a tome spell is 13 + the spell level.
- The tome bearer must also have a magic rating (see Magic Rating variant from Unearthed Arcana) equal to the wizard level normally required to cast the given spell. For example, a 5th level fighter has a Magic Rating of 1 (Unearthed Arcana Table: Magic Rating by Class) so he is limited to casting 1st level spells and 0-level cantrips from the spell tome. If fighter multi-classes to Bard, upon reaching 3rd level of Bard, his Magic Rating is 3 and he can now cast 2nd level spells from the spell tome.
Activating a spell from a tome requires no material components or focus. (The creator of the spell tome provided these when scribing the spell tome.) Note that some spells are effective only when cast on an item or items. In such a case, the spell tome user must provide the item when activating the spell. Activating a spell tome spell is subject to disruption just as casting a normally prepared spell would be. Using a spell tome is like casting a spell for purposes of arcane spell failure chance.
CASTING A SPELL FROM A SPELL TOME:
Step One: FIND THE DESIRED SPELL
The tome’s index is nearly as complex as a spell on the page and to learn its contents takes time and study. After examining the tome’s index, which takes a total of 48 hours over a minimum of six days, the tome’s bearer can discern four 0-level spells from the wizard/sorcerer spell-list plus three 1st-level spells chosen by the DM. For each point of Intelligence bonus the tome bearer has, she can discern one additional 1st-level spell chosen by the player. At each new character level, she can discern one new spell of any spell level that she can cast, based on her magic rating, (see Magic Rating variant from Unearthed Arcana) from her spell tome. These additional spells are also chosen by the player.
Step Two: ACTIVATE THE SPELL
Activating a spell requires reading the spell from the spell tome. This requires an intelligence check (DC 15 + spell level) The character must be able to see and read the writing on the page. Note: If the tome bearer is a bard, she can add her bard level to the intelligence check.
Step Three: DETERMINE EFFECT
A spell successfully activated from a spell tome works exactly like a spell prepared and cast the normal way. Assume the spell’s caster level is always the minimum level required to cast the spell for the character that scribed the spell tome (usually twice the spell’s level, minus 1).
If the spell activation fails due to a failed check or spell interruption (but not arcane failure due to armor) there is a 25% + spell level chance of a mishap from the failed attempt. See TOME MISHAPS below.
Whether the spell is successfully activated or not, the magic of that particular spell is temporarily drained from the spell tome and is not restored until 3 + spell level days have passed.
TOME MISHAPS: When a mishap occurs, the spell in the tome has a reversed or harmful effect. Possible mishaps are given below. Roll 1d8 to determine which mishap takes place.
- 1. A surge of uncontrolled magical energy deals 1d6 points of damage per spell level to the spell tome user.
- 2. Spell strikes the spell tome user or an ally instead of the intended target, or a random target nearby if the spell tome user was the intended recipient.
- 3. Spell takes effect at some random location within spell range.
- 4. Spell’s effect on the target is contrary to the spell’s normal effect.
- 5. The spell tome user suffers some minor but bizarre effect related to the spell in some way. Most such effects should last only as long as the original spell’s duration, or 2d10 minutes for instantaneous spells.
- 6. Some innocuous item or items appear in the spell’s area.
- 7. Spell has delayed effect. Sometime within the next 1d12 hours, the spell activates. If the spell tome user was the intended recipient, the spell takes effect normally. If the user was not the intended recipient, the spell goes off in the general direction of the original recipient or target, up to the spell’s maximum range, if the target has moved away.
- 8. A summon monster spell is cast, of equal level to the spell trying to be cast, the summoned monster appears beside the tome reader, but is not assumed to be under her control – although appropriate diplomacy, handle animal or wild empathy can function.
| Chris P |
How easy do you want it to be to use it and how useful do you want it to be? As it stands the DC for the Itelligence check to activate seems pretty steep. Even if you have an 18 Int which gives a +4 on the check a 1st level spell nees a roll of 12 or higher. So now it's only useful for really high Int characters. The caster level being the minimum caster level needed to cast the spell is a problem too since 1st level spells only have a caster level 1. So the easiest ones to cast are the shortest duration. Also using Int or Cha to determine how well you can use it seems strange to me, I would keep it strictly Int since all the other checks need Int and it just feels right. I didn't see it but I probably missed it, how often can you cast from the book? I hope that helps. I like the idea but the concept is such that you walk a fine line between being totally useless and overly powerful.
| Durendal |
Thanks for the input.
I guess I could lower the check to 10+spell level, I see your point. I don't want it to be pointlessly difficult. As for the caster level, I used the same assumptions as for a scroll, but I'll look closer at that...maybe double the minimum CL?
The Cha mod I'll just remove, I had my particular group of players in mind and I guess I had an attack of 'beneficience' :)
As for how often you can cast from the book...there's the pitfall I knew I missed. I'll put some thought on how to work that out.
Incidentally, it occurs to me that I should cap the number of spells the tome holds. Thanks again.
| alexander deel |
we actually had an item similar to this once (except it was for divine spells only)- we found that the caster level would rely on how long it had been since the item had been used, like it gained one caster level point every hour(? we haven't seen exactly how it works yet, but it feels right) and the points would be used to cast a spell of the appropriate level, like wait three hours to cast cure light wounds @3rd. (which i assume was done to limit the number of times it can be used/day) one of the only differences i can see is that we had a recharge mechanic (sacrifice and cannabilization of magic items, gems, material components, spellbooks, etc) to put more spells in the tome. we found later that it was fueled by an enslaved demon and destroyed it ( the demon) and now it doesn't work anymore, but it was pretty cool.