100 Books Found in the Strange Library


Homebrew and House Rules

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Scarab Sages

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114. The Ramblings of Sparklewort, Royal Demolotionist

This is the "journal" of Blasty McSparklewort, pyromaniac goblin and Chief Royal Demolitionist of some court that somehow avoids being mentioned. It is mostly the transcribed ravings of an illiterate goblin who likes gunpowder a little too much and has royal permission to use copious amounts of it. In spite of its very chaotic organization and tendency to go off on tangents for pages at a time, this book is actually quite informative to anyone who is familiar with the workings of gunpowder. Anyone who has proficiency with a firearm or gunpowder based Seige weapon or anyone who uses gunpowder to destroy structures may spend 1d6+1 minutes studying the book to gain either a +1 bonus on damage rolls with firearms for one hour or a +2 circumstance bonus to all skill checks involving gunpowder for the next hour.

The Exchange

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115. Deities of Golarion coloring book

This dog-eared paperback is co-located with a small inlaid box of pigments. Each page provides an example of how great, terrible or powerful each diety is in some stereotypical way. Most pages have some attempt to color in the outlined pattern, none of efforts showing artistic promise.

Variations
a. Within a Lawful Good society, these are written/drawn in such a way that only "good" dieties are worthy of respect, preferably the lawful ones.
b. Neutral versions show each god's strengths and flaws.
c. Evil lean heavily into conspiracy theories.

Liberty's Edge

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ReckNBall wrote:

115. Deities of Golarion coloring book

This dog-eared paperback is co-located with a small inlaid box of pigments. Each page provides an example of how great, terrible or powerful each diety is in some stereotypical way. Most pages have some attempt to color in the outlined pattern, none of efforts showing artistic promise.

Variations
a. Within a Lawful Good society, these are written/drawn in such a way that only "good" dieties are worthy of respect, preferably the lawful ones.
b. Neutral versions show each god's strengths and flaws.
c. Evil lean heavily into conspiracy theories.

I love it! In that vein:

116. Mother Lamashtu's Nursery Rhymes

Not recommended for children.


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117. The Order of the Gullet

This rather ostentatiously decorated book is written by a pair of former adventurers named Benedict Arveli and Vo Ikari, who compose the Order of the Gullet. They believe that the best way to fight creatures of unusually large size and in possession of a swallow whole attack is from the inside. After spending a week or so studying this tome, one learns how to optimize attacks made after being the victim of a swallow whole attack, and enjoy the benefits of the Improved Critical feat when using a weapon to attack a creature while swallowed whole.


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118. The Book of Imagination
This book appears to be blank. On a roll of 1d20, a 20 inspires the character with a +2 to all skill checks for 1 day, but on a 1, the reader is filled with crippling doubt as to his self worth, and curls up in a ball muttering "I am special..." for 1 minute.


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Azten wrote:

107. The Shortest Horror Story

" The last man on Earth sat alone in a room. There was a knock on the door..."

119. The Shortest Horror Story revised edition

" The last man on Earth sat alone in a room. There was a lock on the door..."


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120. The Incredible Edible Book!

Have you ever been stuck in a library overnight? How about for over months? Well this book's for you! With regenerating, blank pages, you can simply tear out the pages of this book and eat them! Easily survive for extended periods of time in a library!
... If someone hasn't already checked it out.


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Joy X Baker wrote:

120. The Incredible Edible Book!

Have you ever been stuck in a library overnight? How about for over months? Well this book's for you! With regenerating, blank pages, you can simply tear out the pages of this book and eat them! Easily survive for extended periods of time in a library!
... If someone hasn't already checked it out.

OMG that's the coolest thing I've ever heard! Like Wonka's factory wallpaper: "lick a grape, it tastes like grape; like a peach it tastes like peach. The SNOZZBERRIES taste like SNOZZBERRIES!"

(Veruca) whoever hear of a SNOZZBERRY?

(Wonka) we MOCK, what we don't UNDERSTAND...

Anyway, what about this:

121. The book of Servants

This book contains 50 pages; each is filled with the menial tasks the author hated, such as chopping wood, sweeping out the flue and washing the dishes. This diatribe however is not without merit; should the reader find themselves at odds with a particular chore mentioned, they need only tear out the page and hurl it to the ground, calling an Unseen Servant to do the task for them.


Mark Hoover wrote:
Joy X Baker wrote:

120. The Incredible Edible Book!

Have you ever been stuck in a library overnight? How about for over months? Well this book's for you! With regenerating, blank pages, you can simply tear out the pages of this book and eat them! Easily survive for extended periods of time in a library!
... If someone hasn't already checked it out.

OMG that's the coolest thing I've ever heard! Like Wonka's factory wallpaper: "lick a grape, it tastes like grape; like a peach it tastes like peach. The SNOZZBERRIES taste like SNOZZBERRIES!"

(Veruca) whoever hear of a SNOZZBERRY?

(Wonka) we MOCK, what we don't UNDERSTAND...

Anyway, what about this:

121. The book of Servants

This book contains 50 pages; each is filled with the menial tasks the author hated, such as chopping wood, sweeping out the flue and washing the dishes. This diatribe however is not without merit; should the reader find themselves at odds with a particular chore mentioned, they need only tear out the page and hurl it to the ground, calling an Unseen Servant to do the task for them.

On a related and amusing note Roald Dahl had a twisted sense of humor and I it amuses me.


122. Fifty Shades of Grayhauk The story of Anastasius Ferrus and his sexual adventures in a fantasy world of the author's creation.


133. How To Serve Man


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134. Choose Your Own Adventure: A dogeared, well worn paperback book. When read by anyone but a Bard, it is nothing more than a fun, and rather difficult adventure book where your ending is chosen by the reader by flipping to multiple pages in the book.

If read by a Bard however, the events read in the book begin to take place in real life, with the PC's as the heroes of the book!

Only those that are very luck happen to choose the one ending out of 50 that leads to a happily ever after ending.


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135. Tarrasque vs. Cthulhu: a picture of a poorly drawn Cthulhu and a picture of a Tarrasqu are on the front battling. on the back it says "Who ever wins, we lose."


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136: The Tale That Never Ends
This begins as an ordinary adventure story about a young sorcerer, still unaware of his inborn magic, stealing a book from a magic library... The book's description matches this one.
The boy later gets sucked in the book as he reads incredibile stories about a strage world with cars, planes and machines... And the reader is sucked in along with him! Alone in a world without magic, the two of them must find the way out by passing its many trials and meeting the author, to come to an happy Ende...


savior70 wrote:

134. Choose Your Own Adventure: A dogeared, well worn paperback book. When read by anyone but a Bard, it is nothing more than a fun, and rather difficult adventure book where your ending is chosen by the reader by flipping to multiple pages in the book.

If read by a Bard however, the events read in the book begin to take place in real life, with the PC's as the heroes of the book!

Only those that are very luck happen to choose the one ending out of 50 that leads to a happily ever after ending.

Just like actual game endings.


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137. My Black Pages The autobiography of a paladin who fell from grace and became the most feared and hated blackguard in the history of his land. The last chapter begins the tale of his redemption and atonement, but is unfinished.


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138. Don't Panic The only clue to what this book may be for is written in friendly white letters on a black cover. The words read "Don't Panic." The meaning of this has confounded scholars for countless years.

This seemingly unending book is full of engless and detailed amounts of information pertaining to a vast array of people/places/and things that you've never heard of before. Vast distance worlds and long forgotten civilizations. Though the book only takes up the space of a normal hand held book. (12''X8''X1'')

Though the book has a index it massive and uses a strange system. As such it is extremely difficult to find anything pertinent to the situation at hand.

If referenced on a particular topic, which takes 1d20 minutes, the reader must make a DC 20 Int check to find anything of use. The reader can "take 20" on this check, but the time required for this is 1d20 hours.

If the reader does manage to find some useful piece of information they receive a +4 bonus to the knowledge check related to the topic they were initially referencing.


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139. The Bible: King James version... A widely discredited theory on the beginnings of the multiverse involving a single all powerful creator who loves you so much that he created hell in case you don't love him back. I believe his name was "Odd"... Not odd as in strange but "Odd" was actually his name... or something like that.

140. Takeda's guide to crafting magic items for profit, even when they tell you it can't be done. A comprehensive tome cataloguing each nuance of magic item creation including recipes and tips on 'creating the ideal safe crafting environment on the road' 'making 8 hours of progress in 3 hours of time' and 'appropriate somatic components to help bypass the theoried 'fiat barrier''


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141. Evolution of a Gargoyle
A thin folio of sketches detailing several different images of what appears to be a rocky outcrop with a barely-detailed face in a natural setting shifting to a humanoid city skyline with the lump of wild stone becoming a grotesque gargoyle.

At the end of the tome the unnamed artist and author explains that they were some kind of wizard who transplanted a gargoyle from its wild environment as an infant and brought them to an emerging city (one in the region familiar to the PCs). This creature was then placed atop a building and then watched over the course of several decades. The pictures then are its slow evolution into a statue perfectly matching the style of the city's architecture. Studying these and the authors writings grants a +2 to Knowledge rolls regarding gargoyles.


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142. A Lorekeeper Inevitable

Inevitable, Lorekeeper
This ornate metal-bound book begins to shift, as a half-dozen articulated legs lift it up and several jeweled eyestalks sprout from it, peering intently around the room.

Lorekeeper, CR 2
XP 600
LN Tiny outsider (extraplanar, inevitable, lawful)
Init +4; Senses all-around vision, darkvision 60 ft., detect chaos, glyph sight, low-light vision; Perception +5

DEFENSE
AC 17, touch 16, flat-footed 13 (+4 Dex, +1 natural, +2 size)
hp 13 (2d10+2); regeneration 2 (chaotic)
Fort +4, Ref +4, Will +3
Defensive Abilities constructed; resist fire 10, SR 13

OFFENSE
Speed 30 ft., climb 20 ft.
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks electrical arc
Spell-Like Abilities (CL 2nd; concentration +5, Int-based)

Constant—read magic
At Will— mending, unseen servant
2/day—forced quiet (UM) (DC 15), identify
1/day—quench (DC 16)

STATISTICS
Str 6, Dex 19, Con 12, Int 16, Wis 11, Cha 10
Base Atk +2; CMB +4; CMD 14
Feats Skill Focus (Knowledge [Arcana]), Weapon Finesse (B)
Skills Craft (books) +8, Knowledge (Arcana) +11, Knowledge (Any One Other) +8, Knowledge (Planes) +8, Linguistics +8, Perception +5, Spellcraft +8, Stealth +17, Use Magic Device +5
Languages truespeech
SQ absorb scroll, all-around vision, book warden, glyph sight, scroll adept

Absorb Scroll (Su): As a full-round action, a lorekeeper inevitable may absorb a scroll it is holding into its body, allowing it to be added to the pages within the lorekeeper. It may use this scroll at a later time without having to retrieve it, and may present the scroll to anyone using the it as a book.

Book Warden (Su): All books, scrolls, and other written information within 60' of the lorekeeper gain resist fire 10, and may use the inevitable's saving throws if the object has to make a saving throw.

Electrical Arc (Su): Lorekeeper inevitables can unleash a debilitating jolt of electrical energy dealing 1d6 points of electrical damage to a single target within 30' as a ranged touch attack. A target struck by this must make a Fortitude save (DC 14) or be staggered for one round.

Glyph Sight (Su): Lorekeeper inevitables may make a Spellcraft check (DC 10 + spell level) when it would trigger a glyph, rune, symbol, or similar effect. If it succeeds, it does not trigger the effect, and will not trigger that effect for 24 hours.

Scroll Adept (Ex): Lorekeeper inevitables gain a +10 racial bonus on Use Magic Device checks made to activate a scroll or other writing-based magical item.

ECOLOGY

Environment libraries and ruins
Organization solitary
Treasure standard plus 2d4 levels of 1st and 2nd level scrolls

Lorekeepers are inevitables tasked with collecting and cataloging the written knowledge of the humanoid races. They can be found in and around most sources of written information, often acting as librarians for their companions. They are less involved in the war against chaos than most inevitables, preferring instead to ensure that the massive libraries of the axiomites contain as much of the sum total of knowledge found across the planes as possible. They often mount expeditions to relocate lost libraries, gathering as many books as possible and adding them to their libraries.

An inactive lorekeeper looks like a large book, about a foot and a half square and eight inches thick. They are covered in intricate gearing made of a number of brightly-polished metals, with small jewels worked into the machinery. An intricate locking mechanism holds the book closed, but it cannot be picked - the book-shaped inevitable only opens its pages to those it deems worthy based on their ability to contribute to the knowledge contained within. If opened, the lorekeeper contains a near-limitless number of pages of metallic foil. These pages can display the contents of any book that the inevitable has read, and can be used as an extremely efficient and well-cataloged index of that information.

When active, a lorekeeper sprouts a half-dozen articulated metal legs, each with a four-fingered hand capable of very delicate motions. It also sprouts a half-dozen eyestalks, each tipped with a jewel, from the cover of the book, allowing it to peer in multiple directions and read up to six books at a time. When it speaks, it does so in a quiet, measured tone with a faint buzz to it. Lorekeeper inevitables can speak and read any language. Each day, a lorekeeper is inactive for a period of an hour, while it sends a daily log of the information it has absorbed to its axiomite masters. Other than this period, it does not need to rest.

If forced into combat, a lorekeeper will prefer to use its stored scrolls to neutralize hostile parties as quickly as possible and attempt to stagger critical opponents with its electrical arc. Once it has used its scrolls, it will typically attempt to retreat and hide - the inevitable knows that it is not well-suited to combat.

This type of inevitable most frequently visits the material plane to act as a familiar. To summon a lorekeeper familiar, a spellcaster must be at least 7th level, possess a lawful alignment, and have the Improved Familiar feat. While acting as a familiar, the lorekeeper will function as a duplicate of its master's spellbook without incurring any additional cost - the lorekeeper simply reads and copies the existing spellbook into itself.


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142. The Paladin and the Truffle: True Morality Unveiled
This strange book is roughly the size of a child's fairy tale book, featuring a bright pink cover with a rather cartoonish version of a paladin heroically holding up a sword in triumph on the right side, mirrored by an anthropomorphic pig in the same pose with a truffle on the left side. Glancing through the book reveals the divine blessings of a paladin, paralelled by the purported divinity of truffles, all illustrated in a manner similar to the cover. A sample excerpt from the book reads, "Paladins may call upon their holy powers to reveal the presence of evil, a pig may use the power of it's nose to reveal the presence of a truffle. Who is to say which is more relevant? Is there any relevance? Would a pig paladin be able to sense both? If so, which would it quest after first? Is there any doubt that it would be a poor idea to put a pig in armor and give it holy power in the first place? Such is the nature of morality, such is the nature of the truffle. All bow to it's glory!". This book was obviously written by an individual of astounding sadism, for paladins who read the book must make one DC20 save of all 3 types. If the Fortitude save is failed, the paladin is transmuted into an anthropomorphic pig permanently and also gives him a +20 bonus to all CHA based checks made against porcine creatures, as well as people who worship truffles. If the Reflex save is failed, he is hit by a delicious truffle and a swarm of 1d20 pigs appear to serve him, squealing of his glory and naming him 'Prophet of the Divine Truffle', giving him the benefits of the Leadership feat, but can only take pigs or swine-like creatures as cohorts and followers. If the Will save is failed, the paladin goes mad and forswears his vows, devoting himself to the glory of truffles, which lets him keep his paladin abilities, but replacing Detect Evil with Detect Truffle, Smite Evil with Smite of the Trufflucious, and his holy mount becomes a cartoonish dire boar. Woe betide an adventuring party whose paladin has failed all three saves, who will only fall from grace if he renounces the Holy Truffle.


Will post more later!


143 The Immaterial World
This rather hefty tome details at length the philosophical theories of an ancient illusionist. His "immaterialist" theory is that all of existence is an elaborate illusion projected directly to the non-corporeal mind. The work cites several magical examples such as the phantasm subschool and in particular the effect of phantasmal killer as proving that sensation is reality. The last chapters detail the workings of spells the author claims he has devised to further prove the illusory nature of existance. The spells detailed are the shadow illusion subschool, Shadow Conjuration, and Shadow Evocation.


SteelDraco wrote:

142. A Lorekeeper Inevitable

Inevitable, Lorekeeper
Lots of good stuff.

Also if this lorekeeper has been a familiar before it's a good way for the DM to introduce any and all wizard spells they want.

Perhaps this lorekeeper was the familiar of a powerful arcanist ten thousand years ago. He could know untold spells long forgotten to time. (I almost wrote "Tome" instead of "time." Freudian what? lol)


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Brambleman wrote:

143 The Immaterial World

This rather hefty tome details at length the philosophical theories of an ancient illusionist. His "immaterialist" theory is that all of existence is an elaborate illusion projected directly to the non-corporeal mind. The work cites several magical examples such as the phantasm subschool and in particular the effect of phantasmal killer as proving that sensation is reality. The last chapters detail the workings of spells the author claims he has devised to further prove the illusory nature of existance. The spells detailed are the shadow illusion subschool, Shadow Conjuration, and Shadow Evocation.

... Once you finish the book in it's entirely and flip the last page a secret compartment opens in the back cover.

In the back there is an inscription. Below that inscription is a case with a closed transparent lid worked into the back cover that contains two pills. One blue and one red.

"This is your last chance. After this there is no turning back. You take the blue pill: The story ends. You wake up in your bed and believe whatever you want to believe. You take the red pill: You stay in wonderland and I show you how deep the rabbit hole goes"

The moment the reader finishes the back inscription the case flips open allowing access to the two pills.


Tiny Coffee Golem wrote:
Brambleman wrote:

143 The Immaterial World

This rather hefty tome details at length the philosophical theories of an ancient illusionist. His "immaterialist" theory is that all of existence is an elaborate illusion projected directly to the non-corporeal mind. The work cites several magical examples such as the phantasm subschool and in particular the effect of phantasmal killer as proving that sensation is reality. The last chapters detail the workings of spells the author claims he has devised to further prove the illusory nature of existance. The spells detailed are the shadow illusion subschool, Shadow Conjuration, and Shadow Evocation.

... Once you finish the book in it's entirely and flip the last page a secret compartment opens in the back cover.

In the back there is an inscription. Below that inscription is a case with a closed transparent lid worked into the back cover that contains two pills. One blue and one red.

"This is your last chance. After this there is no turning back. You take the blue pill: The story ends. You wake up in your bed and believe whatever you want to believe. You take the red pill: You stay in wonderland and I show you how deep the rabbit hole goes"

The moment the reader finishes the back inscription the case flips open allowing access to the two pills.

Now you have me looking for that book IRL.


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Ring of Prestidigitation

Aura moderate universal; CL 7th
Slot ring; Price 8,000 gp; Weight —

Description
This plain silver band allows the wearer to continuously use a Prestidigitation spell as a free action.
AC 13, HP 2, hardness 10, break DC 25

Construction
Requirements Forge Ring, Prestidigitation; Cost 4,000 gp

BOOK TITLE (printed on spine and cover)
"The ring of Prestidigitation and you"

BOOK TYPE
Small-sized (9 in spine 5in page length), hardcover, fine leather-bound, book with copper fasteners, richly illuminated, with a ring slot on the inside of the front cover.

LANGUAGE IN WHICH IT IS WRITTEN
Common speech (Common alphabet)

SUBJECT
A tutorial on the Prestidigitation spell and descriptions of its common effects

CLARITY OF CONTENTS
Clear (Int check DC=5 to benefit from book's contents)

TIME REQUIRED TO STUDY THE BOOK
10-40 minutes (provided Intelligence check succeeded) Immediate, mainly because it is a useful reference

BENEFIT GAINED FROM STUDY OF THE BOOK
Excellent tutorial

REAL VALUE
Expensive 100 gp

The ring of Prestidigitation and you

On Cantrips
Long before mages become adept at casting spells of meaningful power, they dabble in minor magic to help them practice the skills necessary for their work later in life. For a mage, these minor spells are called CANTRIPS.

LIMITATIONS ON CANTRIPS
Always remember, cantrips are usually weak, will never surpass the abilities of higher level spells, typically have brief duration, are nigh valueless in combat, cannot cause direct damage to MOST creatures or people, often have stunning penalties when one attempts to employ them against unwilling, living, intelligent targets, and in general only will cause effects that are nearly trivial compared to the real power of higher level spells. However, they are still highly useful in non-combat situations and make life's little chores easier and often provide a source of fun.
-Living creatures who do not willingly submit to the effects of a cantrip cast DIRECTLY upon them will always resist them.
-Cantrips will have no effect on magically summoned beings (such as from other planes of existence).
-Cantrips will have no effect on characters or creatures already enchanted with a spell (unless they are willing targets) or in the process of casting a spell or employing a spell like ability. The building magical aura around such creatures prevents these minor intrusions. Thus, cantrips may never be used to help interrupt spell casters.

A LIST OF CANTRIPS

USEFUL CANTRIPS

Bath:
Area of Effect: One creature, large or smaller. Giants may need several such cantrips.
This cantrip causes the caster or the willing target creature to enjoy similar benefits of a nice bath with warm, soapy water. The target must be nude to employ this cantrip and receive full benefits; otherwise dirt and odors from clothing may simply reapply themselves to the skin. Thus, by casting this cantrip, external body odors are eliminated from the target. This cantrip, however, will not clean one's clothing, nor freshen one's breath or clean one's teeth. If the caster is well trusted, even a dumb animal may benefit, such as one's mount (horse or other) being cleaned and bathed, a pet (dog or cat or other), etc. This cantrip does not actually use soap or water but simply removes the offending soils, excess oils, and odor causing substances as effectively as soap and water. Thus, one could wash vegetables, for example, and not leave a soapy residue. The cantrip usually doesn't bother target creatures (as a cat might be bothered by a real bath). Substances that will not readily wash off with warm, soapy water will also not be well affected by this cantrip. Skunk spray, for example, will not be completely removed, but the cantrip may help, and several applications will begin to take its toll.

Blue Light:
Area of Effect: 3-inch diameter sphere
This summons a blue light (3-inch sphere (not scale inches, 1/4 of a foot) and illuminates a 5' radius area with an eerie blue light. It will not affect Infravision, nor cast reflections outside its sphere of illumination. The caster may read by this light.

Breath:
Area of Effect: 1x1x1 or or to 2 cubic feet
This cantrip will summon air to the caster if there is some available with 100 ft. Poisons in the air will not be summoned, but only clean fresh air. Such air will fill the area around the caster's head (enough air for one man sized, resting creature, to last 24 hours before the carbon dioxide build up would be sufficient to kill him, assuming no other air source is handy and the room or cavern or whatever is hermetically sealed). The cantrip may simply freshen a room's air, removing smoke and lingering odors and replacing them with fresh air from outside.

Brush:
Area of Effect: One mouth and its contents.
This cantrip removes foreign materials from one's teeth, gums, and tongue and helps eliminate bad breath. Furthermore, a flavored residue may remain in its place (minty, cinnamony, or plain). Finally, this residue may even slightly strengthen teeth. This cantrip may be employed on friendly animals. Used once per day, it is so effective it will prevent cavities and gum diseases. It will not, however, reverse the effects of preexisting cavities.

Chill:
Area of Effect: 1 cubic foot
Nonliving, non-magical liquid or solid materials may become up to 40 degrees F lower in temperature (not to be lower than 32 degrees F). The duration is instantaneous and then nature reigns. The target will warm up or cool down as normal from that point due to ambient temperature. Thus, a tepid or warm drink may be chilled to a frosty temperature.

Clean:
Area of Effect: 4 square yards
This removes heavy soils, dirt, and similar material from the area of effect such as floors, walls, dishes, windows, a pile of vegetables, etc. The total material removed may not weigh more than 50 lbs. This material does not vanish, but will be collected in a container provided by the mage (a dustbin for example) or piled up where the mage so designates within the 1" range.

Color:
Area of Effect: 1 cubic yard
This brings color to an object. It may restore faded colors or add a tinge of new color. Even hair or skin may be so colored. If cast upon a non-creature the effect will last for 30 days before fading back to the original color. If cast upon a willing friendly domesticated creature (such as a dog, horse, etc. that trusts the caster and not any old animal on the street or in the wild), the effect will last for one day.

Dampen:
Area of Effect: 1 cubic yard, 27 cubic feet (no dimension to be less than 1-foot)
The area of effect will be permeated by a fog-like dampness that will leave all materials within moist and damp to the touch, hard to set aflame, or in other ways limp with moisture. Parchment may be ruined, inks may run, and powders may cake, for example. Items or creatures within can still be seen, but their details may be obscured in this light fog. At the end of the cantrip's duration, the moisture will quickly dissipate and evaporate as normal.

Depilatory:
Area of Effect: Special selected areas on one creature up to the entire creature, or one object
This cantrip is used to shorten hair and/or fur up to and including shaving it clean off in the desired areas (head, face, legs, body, body parts, etcetera). If used to remove all hair from a selected area, it does this so well it will be 7 to 14 days before the hair will start to grow back. This cantrip will also remove peach fuzz on a peach, make a small patch of carpet bald, excreta or do similar things to hair and fur like materials one could do with time, a scissors, and a razor.

Drink:
Area of Effect: 1 quart
The mage holds his hands in the shape of a cup and summons (from the nearest, freely available source) fresh, pure, water. Even a tainted or poisoned source will do as only the water is summoned and not the impurities. Unless pure water is available within 1 mile of the caster, the water is rather tasteless (distilled), but provides up to one quart of the required liquid. If NO liquid (or frozen) water (fresh or otherwise) is within 1 mile, the cantrip has no effect. As always, spells attempt to bring forth the easiest source, so a friend's water skin is not easy since water in the possession of a creature would give it resistance. The cantrip will first search for other sources before it even attempts to affect such a "owned" source.

Dry:
Area of Effect: 1 cubic yard or 27 cubic feet
This will dry out an area, render wet or damp clothing dry, parchments crisp, dry up small puddles, dehydrate mud, etcetera, and in other ways drive off excess moisture. It is especially good for drying herbs and spices or dehydrating meats and fish, vegetables, and fruits. It has no appreciable effect on the inner or natural levels of moisture of living creatures or living tissue, though it may dry off their wet clothing, skin, and/or fur after an unfortunate dunking in the river, for example. While the area must be inside the 1 cubic yard limit, the actual amount of water driven off can be no more than 1 cubic foot (about 8 gallons). This cantrip has no effect on other liquids.

Dust:
Area of Effect: 10' Radius or 300 square feet
This will remove lose, fine dust and grit from exposed surfaces such as floors, shelves, walls, etcetera. The material is removed to a handy dustbin within range or piled up where the caster wishes within range (10 feet). The removed material may not exceed 10 lbs. in weight. Care should be exercised while dusting delicate works of art (paintings, frescoes, etcetera.) as this cantrip may remove fine plaster or flecks of paint if not concentrating on the task at hand. The duration is instantaneous and normally takes no supervision, but if the mage concentrates on the task and oversees it for one-turn/10 square feet, no damage will come to fine objects.

Exterminate:
Area of Effect: 1 small creature (1 Hit Point or less and no creature with more than animal intelligence). OR, a flat area of 20 square feet or less may be erected.
The mage may actually kill a small creature of animal intelligence or less (no save) that normally has 1 Hit Point or less. Thus a fly, mouse, small rat, beetle, bat, etc. may be killed if it is within range. The mage must be able to see it or must be within one foot of it and be able to discern it in some manner. 'I can hear it behind this wall right here.' This spell will have no effect on enchanted beings. If an invisible wall of 20 square feet or less is erected (such as in a door way, open window, or tent opening), creatures affected by this spell will be killed as they come in contact with the wall if they fail save vs. spell. If they make save they will simply be turned away as if hitting a pane of glass. Thus, flying and crawling pests may be kept away. This spell will have no effect on summoned or enchanted creatures.

Extract:
Area of Effect: 1 small object
This cantrip will give a surprising strong, sudden yank when directed at a small object within range. There is no direction or control to the object after the initial yank, and it may fly almost in a random direction. Thus, one may yank a small book off a table or shelf, a mug off a table, or even pull a single nail out of a board. This cantrip may be used on WILLING targets (or domesticated animal) to quickly yank a rotting tooth out of their mouth. Yes, it hurts like hell, but it is usually worth it to be free of such pain.

Fire Finger:
Area of Effect: 6-inch line (one half of a foot)
This cantrip causes a 6-inch jet of flame to spring from the caster's finger causing easily combustible objects to ignite. It lasts 6 seconds. The aura of living creatures can ward of its effects (no damage). The cantrip is handy for starting campfires and the like, or even sterilizing daggers and needles.

Flavor:
Area of Effect: One object or 1/2 cubic foot
This cantrip may greatly enhance the flavor of food, perhaps even making bland gruel taste like lobster bisque. Naturally, some people may still not like this flavor. The chosen flavor will reflect the caster's desires and all that eat the flavored food or drink the flavored liquid will taste what the caster intended (unless they make save vs. spell). The more radical or even obvious the change, the more likely it will be perceived as the actual food would normally taste. If this is only a slight enhancement (bland gruel to slightly better gruel or the like), no save is permitted. Moderate changes will afford the taster a normal save vs. spell, and if they succeed, the food will taste as it normally did without the enhancement. If a fantastic enhancement is used - going from a bitter poison to undetectable poison, or bland gruel to lobster bisque - one will get up to +4 to their save vs. spell to detect it (before swallowing). This spell will not affect magical things, nor will it affect wholesomeness. Spoiled food is still spoiled - and will still make one sick - and a poisoned drink is still poisoned. Of course these things may go unnoticed for a time. After one hour, the food's normal flavor returns. If consumed before that time, no notice is taken (unless it was spoiled or poisonous). This cantrip, due to the forced saving throw even for willing creatures, is not as good as other cantrips such as Spice, but that cantrip may require some measure of cooking skill so one does not over spice their food. The Flavor cantrip requires absolutely no skill along these lines.

Freshen:
Area of Effect: One object or 1/2 cubic foot
This will bring freshness to things like beer, milk, meat, raw vegetables, and the like. It may restore freshness to drooping, cut flowers or herbs. Though it will remove the taint of SLIGHT spoilage. The freshness will last only a single hour. If the object is consumed before then, no ill effect will come as the duration expires.

Gather:
Area of Effect: 1 square yard but no more than 1/4 cubic foot
Numerous small items may be gathered, picked up, or stacked into neat piles. Nails, nuts, coins, papers, etc. are fine examples. One wonderful application of the cantrip may sort items if their differences are readily apparent to the caster. For example, a pile of gold and silver coins can be so separated, just as grains of salt and pepper may be. The caster must be able to readily see this however. Each application of the cantrip will separate out one type of item (all gold coins OR all copper coins, etc., and leave the rest). In essence, if the caster could do it by hand and without special equipment if he had enough time, this cantrip will handle it in less than a minute.

Humus:
Area of Effect: 1 cubic foot
This spell gathers dirt and organic materials, moisture, and bacterial ingredients within 100 ft. of the caster and places the mixture anywhere the caster wishes within range. This is humus, the black, enriched soil excellent for growing plants in pots or gardening. Of course, the mage may use it however he wishes, but it is usually for growing things in pots and window boxes. If no such materials are within 100 ft., the cantrip has no effect.

Polish:
Area of Effect: One object or set (like a pair of boots). Up to 10 square feet.
This will smooth and bring luster to objects of wood, metal, stone, leather, or ceramic. The object must first be cleaned by hand or by the clean cantrip. The smaller the area or object, the better the job. Several applications may be required to 'sand' rough wood down to such a smooth finish.

Salt:
Area of Effect: One object, up to 4 square yards, up to 30 gallons.
This spell actually summons salt. It salts food for flavor, covers a patch of nasty weeds or an icy walkway, will help salt fish or meats, etc. It is assumed the caster can control this and bring in the desired amount of salt up to the limits, and thus may be able to preserve a barrel of fish (30 gallons or less) for example, or lightly salt his steak. The summoned salt is permanent.

Shine:
Area of Effect: One object, up to 10 square feet.
This will remove tarnish, rust, corrosion, and similar substances from the desired object. (Note, removing rust, for example, will not restore the metal; it only gets rid of the rust). The cantrip will bring objects capable of it to mirror brightness. It is excellent for cleaning coins, gems, and jewelry.

Smoke Puff:
Area of Effect: 1-foot diameter cloud
This creates a cloud of colored smoke (caster chooses the color) to appear within 10 feet of the caster, and it will behave as smoke would (ascending and dissipating, usually, or flowing with the prevailing air currents).

Spark:
Area of Effect: a tiny area, fist sized
This cantrip excites and agitates one small, nonliving, easily flammable substance to kindling temperature. Thin, dry wood, parchment or paper, candle wicks, torches, oil slicks, lanterns, and the like may be so ignited and set aflame. The object must be within 10 feet of the caster and not held at all unless held by a willing target. If no gaseous oxygen is in the area to support the flame, the cantrip will have no effect other than an instantaneous spark of light.

Spice:
Area of Effect: One object, up to one square yard, up to 5 gallons (food for a dozen people)
This cantrip actually summons a suitable spice. Thus ginger, pepper, oregano, paprika, bay leaves, garlic, parsley, etc. can be summoned, but only one spice per casting, and the caster must choose which one and how much up to the limits, so knowledge of cooking or cooking skills will help. The spice so summoned has no duration.

Sprout:
Area of Effect: 1 cubic yard
This will cause an acceleration of growth in plants, particularly with respect to the germination of seeds. It will make young, new plants grow about one inch, cause buds to flower, unripened fruits to ripen (or ripened fruits to over ripen).

Stitch:
Area of Effect: Special
This will produce similar results to the work of a seamstress for about 20 yards of cloth or 2 yards of leather. The sewn seam is no stronger or weaker than a normal hand sewn seam. It may be used to repair old work or create new work.

Sweeten:
Area of Effect: One object, up to 1 gallon.
Similar to the Spice cantrip, except the summoned material is a sweetener such as sugar, honey, or even syrup. Up to one gallon of material may be sweetened. The sweetener so summoned has no duration.

Tanning:
Area of Effect: One pelt of size M
This cantrip will help remove blood and bits of flesh from the hide or fur of a recently skinned animal, and further treat the surface with tannic acid to cure it and prevent rotting. The pelt of one medium or man sized creature may be so treated. Two or more applications will be required for larger pelts.

Tie:
Area of Effect: One object
This will cause thread, string, cord, rope, or even cable to make a knot around a similar object or a fixed object within range (10 feet). The knot will be a square knot, half hitch, running bowline, or whatever sort of knots the mage could tie by hand if he could easily reach the object. If they have no knowledge of knots, a granny knot will be tied. Thus, this cantrip is primarily to tie hard to reach things together, though they must still be within 10 feet of the caster. Boot laces may be so tied, but if some unwilling target is wearing those boots, they will resist the effect.

Untangle:
Area of Effect: One object, up to one cubic yard
Similar to Tie, this works on finer material like thread, hair, small grasses, causing them to become untwisted and free of tangles. It may be used to good effect on windblown hair and will leave such hair free of tangles and looking rather well brushed or combed.

Warm:
Area of Effect: 1 cubic foot
Nonliving, non-magical liquid or solid materials may become up to 40 degrees F higher in temperature (not to be higher than 212 degrees F, so you may not boil water, (at one atmospheric pressure, anyway)). The duration is instantaneous and then nature reigns. I.e. the target will warm up or cool down as normal from that point due to ambient temperature and conditions. Thus, a cold liquid (cold tea or coffee, for example) may be warmed to a higher temperature. Even a bath may be warmed, though 1 cubic foot only, and then its heat will spread out according to normal laws of physics. This cantrip could easily turn one cubic foot of snow or ice into water (assuming such material was at least -8 degrees F or warmer to begin with in order to reach its minimum melting temperature).

Wash:
Area of Effect: 1 set of clothing.
This cantrip will remove odors and stains from one garment or a series of small garments (enough for one person's outfit and under cloths). Particularly dirty or smelling garments (such as sweat and blood soaked leather padding in armor) may take up to 4 applications to totally remove the odors and stains. Naturally, the garments cannot be worn at the time of washing.

Wrap:
Area of Effect: 1 cubic yard
A strong sturdy wrapping comes forth and wraps around small targets - a bit of herbs, a heap of coins, a bundle of cloth. The wrap is of excellent quality and may even be waterproof. The wrap may be opaque, translucent, or clear (caster's choice). A living creature may not be so wrapped. The wrappings are easily opened by hand (they may NOT be "willed" open by the caster just by thinking about it). The wrapping material is permanent (i.e. will not wink out at duration's end), but such material may selectively be biodegradable, though it may take a decade or two to fully degrade, or be more durable, taking centuries to degrade. If the caster wishes, old wrapping material may be used again (it is essentially automatically cleaned) or, they may use the cantrip to deliberately dissipate the wrapping material. This is not simply a matter of will, but one of using a cantrip. Finally, it should be noted this cantrip wouldn't vacuum seal an object. However, one may further employ Vacuum (the opposite of Breath) to create such a vacuum, and the wrap is strong enough to maintain this vacuum.

REVERSE CANTRIPS

Curdle:
Area of Effect: One object
This does more than curdle milk, but will also hasten the spoilage of most items such as cut flowers, and many foods and beverages that can naturally spoil with time. Its duration is permanent. Compare Freshen. Actually, if one knows how, one may make cheese from milk using this cantrip, but a knowledge of this skill is not imparted simply from learning the cantrip and must be learned separately.

Dirty:
Area of Effect: 4 square yards
The opposite of the clean cantrip, this will soil, spot, and sully walls and floors, dishes, garments, etc. A handy source of dirt or mud must be available and in range to do a good job, for if this spell must summon such material, only 1/4 to 1/2 the same area may be so sullied.

Dusty:
Area of Effect: 10' Radius or 300 square feet
This will cause a fine layer of dust and grit to settle, or a residue of grime to build up in the area of effect if such debris is handy. If the spell must summon the material, only 1/4 to 1/2 the area of effect will be so dirtied.

Hairy:
Area of Effect: One object or creature
This cantrip will cause a willing or domesticated creature's hair or fur (or object) to grow from 2 to 12-inches of new hair or fur or fuzz. The smaller the area, the longer the growth. Unwilling creatures will resist it. Such objects must be naturally hairy or fuzzy. One cannot have hair grow on rocks, for example.

Knot:
Area of Effect: One object
Similar to Tie, this will simply make the knot a tangled mess and difficult to untie (taking 2d4 rounds). This will not affect taut items (like a bowstring) or magic items. The knot will, however, not accidentally slip apart for at least 8 rounds, so one might climb down a rope knotted to a post if quickly done.

Ravel:
Area of Effect: Special
If a non-magical garment or object has a lose thread, this cantrip will unravel it and cause it to come apart. Compare Stitch.

Sour:
Area of Effect: One object
This will cause the target food or drink to take on a vinegar-like taste. It can spoil wine, beer, pastry, etc. Of course, it can also summon about a pint of vinegar for normal purposes too. There is no duration on such a summoned liquid, and food or drink spoiled in this manner will not return to freshness.

Spill:
Area of Effect: One container up to a gallon, but no more than 10 lbs.
This will simply over turn such a container within range. A character or creature may not hold the container, but sitting next to them is ok.

Tangle:
Area of Effect: One object, up to one cubic yard
Similar to Tie, this works on finer material like thread, hair, small grasses, etc., causing them to become twisted and entangled. It will take 3d4 rounds to untangle such a mess unless one doesn't care if they damage the material.

Tarnish:
Area of Effect: One object
The reverse of Shine, objects normally affected by oxidation such as tarnish, rust, corrosion and the like will quickly be so affected.

Unlock:
Area of Effect: One simple lock
This cantrip will open the simplest of locks (such locks would give your normal rogue a good laugh and allow him +25% or more to his normal skill at picking them).

Untie:
Area of Effect: One object
Simply the reverse of Tie.

Vacuum:
Area of Effect: 1 cubic foot
The reverse of the Breath cantrip, this will disband up to 1 cubic foot of non-magically summoned air or gases from an area. Employed with the Wrap cantrip, one may vacuum pack certain items for outstanding preservation. A loud popping noise is heard if this cantrip is employed in the open air. This is caused by the surrounding air rushing in to fill the vacuum. Before then, however, it may cause living creatures who fail their saving (recall these must be 0th level, have less than one hit dice, and be of animal intelligence or less) to gasp. This cantrip is better employed to put out tiny fires, such as candles, lamps, and torches. Even very small campfires will survive, though briefly diminish for a second or two. Even small fires like candles, lamps, and torches will get saving throws if a living creature holds them. Otherwise, they get no save.

Wilt:
Area of Effect: One object
The reverse of Freshen, but this will affect only vegetable material (growing or picked), and not meat.

LEGERDEMAIN CANTRIPS

Distract:
Area of Effect: Special
This cantrip will cause creatures of low intelligence or lower, 1 Hit Dice or lower, or 0th level to look for one segment to the left or the right of the caster (up to 10 feet away) allowing the caster to do something with their opposite hand and have it go unnoticed. Thus, for example, a farmer or shopkeeper would not typically get a save, but all adventurers would.

Hide:
Area of Effect: One object
This cantrip simply causes an object of the caster's choice to become invisible to those in front of the caster (characters and creatures to the side or behind him can see it normally). The object cannot be the caster, nor may it be any unwilling target creature (it may be a domesticated or trained animal). The duration is 1 turn for objects of 2 cubic yards or less. The caster may prematurely drop the illusion any time they wish.

Palm:
Area of Effect: One small item (palm sized or less)
This cantrip creates an illusionary duplicate of an object that will last 6 seconds. Attention is drawn toward that object and if the caster can conceal it before the duration expires (putting it in a pocket, behind a scarf, under a cup, etc.), viewers will not notice it wink out of existence. During this equally short time, the real object becomes invisible and the mage may be able to palm the real object before it becomes visible at the same time the duplicate winks out of existence. The illusionary object only has visual components, so one may not hear it, feel it, taste it, etc., but only may see it. The mage may act as if he can do these things, and it will look as if he is touching it and moving it, for example, but it's an illusion. There is normally no save vs. this cantrip as it happens so fast, but anyone of 1st level or higher, more than 1+1 Hit Dice, or more than average intelligence may, if they suspect something beforehand and DELIBERATELY looks for an illusion, gets a saving throw.

Present:
Area of Effect: One small item or a series of a dozen tiny items
This spell will cause an item within a range of 2 feet to appear in the caster's hand. A minor Dimension Door, if you will. An object as large as a tankard or mug of ale will exhaust the spell, but a dozen coin sized objects could be produced over the duration of one turn. If these objects are in the possession of an unwilling creature, they get a normal saving throw, but if the creature is 1st level or higher or has 1+1 Hit Dice or more, they get a +4 bonus to their save. A successful save will shatter the spell bringing it to an end. The caster must know the exact nature of the item(s) and their exact location to do this at all. He may not attempt to bring forth, for example, 'whatever' that guy has in his left pocket, but may bring forth the silver coin that guy just put in his left pocket (if that guy fails save).

PERSON-AFFECTING CANTRIPS

NOTE: Remember, these cantrips will have NO effect on magical creatures, summoned creatures, spell casters currently casting a spell, or creatures actively attempting to employ a spell like ability. Thus, one may not use them to disrupt spell casters. Also, 1st level or higher characters and/or creatures with 1+1 Hit Dice or more will, if successfully making their save, TOTALLY negate the effect of the cantrip. Where it says there is an effect even for those who make their save, this refers to 0th level characters or creatures with 1 Hit Dice or less ONLY.

Belch:
Area of Effect: One person
The target creature will belch, but gets a save vs. spell. Success indicates the belch is low and muffled, failure indicates it is loud and noticeable.

Blink:
Area of Effect: One person
This will cause the creature that fails their save vs. spell to momentarily blink (about half a second).

Cough:
Area of Effect: One person
This cantrip causes the target to spasmodically cough. A successful save vs. spell indicates one cough, while a failure indicates 3 to 5 seconds of coughing.

Giggle:
Area of Effect: One person
This will cause the target to giggle or laugh. Save indicates one slight chuckle, while failure indicates 1 to 3 seconds of giggling.

Nod:
Area of Effect: One person
Successfully saving vs. this cantrip will negate the effect, but failure will cause the target to give a short nod of the head as if in agreement or as if greeting someone. This is due to an involuntary muscular contraction.

Scratch:
Area of Effect: One creature
This will cause the target that fails their save to scratch at an itch for 1 to 3 seconds. The itch goes away after it is scratched. Making the save negates the effect entirely.

Sneeze:
Area of Effect: One creature
This will cause the target that fails their save to sneeze once. The nasal irritation goes away after the sneeze. Making the save negates the effect entirely.

Twitch:
Area of Effect: One creature
This will cause the target that fails their save to twitch in the selected area (head, limb, etc.). Making the save negates the effect entirely.

Wink:
Area of Effect: One person
This causes the target to wink. Save indicates a rapid, not very noticeable winking, failure indicate one long and very noticeable wink of one eye (several seconds).

Yawn:
Area of Effect: One creature
Save negates the effect, but failing save will cause the target to yawn for 1 to 3 seconds. If a Sleep spell then blankets the area and such a creature (who already failed their save vs. Yawn and could normally be affected by a Sleep spell, will fall asleep, but does not count toward the Sleep spell's normal limit of hit dice that may be affected.

CREATURE SUMMONING CANTRIPS
NOTE: When it said (above) cantrips will have no effect on summoned creatures, it did not mean a particular creature summoned by a cantrip. Those are not considered summoned creatures and this usually means from other planes of existence.

Bee:
Area of Effect: One bee
This will summon one active bee if it is within 100 ft. of the caster. If this is not available (such as in winter, for example), the cantrip has no effect. Such a summoned bee will land on a target creature within the 10-foot range and is 90% likely to sting the target. This will cause the stung creature to behave just as you would expect, but this is less than 1 Hit Point damage, so this cantrip will not cause spell casters to lose concentration (unless they are allergic to bee stings, I guess). Curiously, if one cast this cantrip in the dead of winter and a bee did appear, one might have to wonder from whence it came.

Bug:
Area of Effect: One bug
Similar to Bee, an available bug will bite its target (90% of the time). See Bee.

Gnats:
Area of Effect: 1 cubic foot
Similar to Bee, available gnats will appear and the cloud will swarm around the head of a target creature within the 10-foot range. Such a target spends 6 to 24 seconds swatting them away before the cloud breaks up. This cantrip will not break the concentration of a spell caster.

Mouse:
Area of Effect: One mouse
If a mouse is within 100 ft. of the caster, this cantrip summons it to within 10 feet of the caster and it will magically appear and behave as a mouse would.

Spider:
Area of Effect: One spider
Similar to a Bee cantrip, this summons a spider from within 100 ft. to appear within 10 feet of the caster upon a target creature. If poisonous spiders are in such an area, there is a 5% chance the spider is poisonous. If nothing but poisonous spiders is in such an area, there is a 25% the spider will come and a 75% chance no spider will come at all. If one is summoned, there is a 90% chance the spider will bite the target. Chances are the target will get a save vs. poison at +4 or succumb to its venom (whatever that may be). If a nonpoisonous variety, it will distract the target for one segment. This cantrip will not prevent a caster from casting his spell, but the poison may prevent further castings in the next round (if such a poison normally would).

HAUNTING-SOUND CANTRIPS

Creak, Tap, or Whistle:
Area of Effect: Special
These cantrips (three separate ones written here to save time) create real forces to generate real sounds within 10 feet of the caster. Creaking, tapping, or whistling sounds are self-explanatory. Such sounds persist as long as the caster concentrates on them or until the duration of one turn expires.

Footfall, Groan, Moan, Rattle, or Thump:
Area of Effect: Special
These illusionary cantrips (five separate ones written here to save time) create illusionary sounds (self-explanatory) within 10 feet of the caster. Unlike Creak, Tap, or Whistle, creatures get a save vs. spell and may ignore the effect (do not hear it) if they successfully make their save.

OTHER effects
Alleviate: A single creature suffering from nausea or pain is relieved of its discomfort. Magically induced nausea or pain is only alleviated if the victim makes a saving throw vs. spell with at -2. The duration of Alleviate is 4 hours. This spell temporarily relieves queasiness from disturbing thoughts or sights, seasickness, upset digestion, headaches or minor body aches, etc.

Calm: A single creature that has been startled or frightened is soothed. Victims suffering from magical fear may attempt a save vs. spell at -2 to calm themselves. Though the duration is one round, the fear will not come back. A new terror, however, may scare them again. After being CALMED, one round later you will not worry. However, a new dragon would still be frightening.

Clarity: The caster's speech is clear and free of impediment (such as Tourette's syndrome or stuttering, laryngitis, strained vocal chords, etc.), useful for reading out loud. Magical conditions such as confuse languages cannot be overcome by this effect. The effect's duration is one hour.

Contraception: The caster may prevent sperm from meeting the ovum. This is affected by the destruction of the sperm.

Healing: By his or her touch, the caster may heal a creature for 1 hit point of damage. No one creature may be the recipient of this spell more than once in a single day.

Magic Sense: If there is a persistent spell effect or magical item within 10 ft., the caster feels a recognizable tingle or sensation of some kind. He or she has no way to determine what item or spell may have caused the reaction.


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Tiny Coffee Golem wrote:
Brambleman wrote:

143 The Immaterial World

This rather hefty tome details at length the philosophical theories of an ancient illusionist. His "immaterialist" theory is that all of existence is an elaborate illusion projected directly to the non-corporeal mind. The work cites several magical examples such as the phantasm subschool and in particular the effect of phantasmal killer as proving that sensation is reality. The last chapters detail the workings of spells the author claims he has devised to further prove the illusory nature of existance. The spells detailed are the shadow illusion subschool, Shadow Conjuration, and Shadow Evocation.

... Once you finish the book in it's entirely and flip the last page a secret compartment opens in the back cover.

In the back there is an inscription. Below that inscription is a case with a closed transparent lid worked into the back cover that contains two pills. One blue and one red.

"This is your last chance. After this there is no turning back. You take the blue pill: The story ends. You wake up in your bed and believe whatever you want to believe. You take the red pill: You stay in wonderland and I show you how deep the rabbit hole goes"

The moment the reader finishes the back inscription the case flips open allowing access to the two pills.

Even better if one of the pills is missing.


My gaming group enjoyed a few contributions the other night, thanks everyone. :)


O my how do I want a lorekeeper familiar! That's the first time that I wish to become lawful!

145: The Bookring
This ring is made of wood, varnished in gold. False gems are sculpted on its surface, painted in many colors. The paint comes off in some places, revealing the ring's true nature.
Each gem opens in myriads of tiny scribbled pages when the ring is worn, at the wearer's command. The Bookring is a minor magic item created by a bard who wanted a way to always take her favorite books with her without encumbrance. Each gem stores the contents of one nonmagcal book, and projects the pages' images before the owners ' eyes at command. You may change the stored books with another command when you will, touching them with the ring.


zotpox wrote:
Huge text dump

If memory serves me correctly, aren't all of those cantrips straight out of the 1st-ed AD&D book Greyhawk Adventures?


Haladir wrote:
zotpox wrote:
Huge text dump
If memory serves me correctly, aren't all of those cantrips straight out of the 1st-ed AD&D book Greyhawk Adventures?

I don't know about GH Ad, but surely 1e Unearthed Arcana.


Owly wrote:

47. The First Taboo by Melchizadek: only a few copies of this volume are known to exist, and it is known that many of the good religions consider possession of this book a "burnable offense".

Within its pages is the story of Arthur Melchizadek, a human sorcerer who later became a ghoul lord by studying under the tutelage of Vampire Lord Bellicose. The tale recounts his life of loneliness and purposelessness until he swore loyalty to that vampire, who instructed him in the ways of something called "The First Taboo", a reference to the long-lost practice of eating the flesh of one's own species (cannibalism), the development of something called "The Hunger" (the unnatural hunger felt by all ghouls and zombies), and ways to overcome it (and rise to ghast-hood and develop self-control) as a means to obtain immortality.

The Secret: eating the flesh of "one's own kind" heals 1d4 damage per day and grants +1d8 temporary hit points. A Fort save of DC20 must be made to avoid addiction (moderate).

Flesh Addiction "The Hunger"
Type: Injested Addiction:(Moderate)DC20
Effects: Heals 1d4 damage, +1d8 temporary Hit Points
Damage: 1d4 Con damage

A person whose Constitution drops below 10 becomes Chaotic Evil (as the Hunger calls to them). If it drops to 0, they become a ghoul (undead).

If a ghoul can overcome the addiction, they have "mastered The Hunger", and they become a ghast (ghasts are sometimes called "ghouls" as a type of undead).

While possession of this book is not evil in and of itself, to be seen reading it by a member of a holy order (who keep it a secret) will likely label one as evil, or under evil's influence.

This thread also validates the need to carry torches.

The Exchange

Lets get back to OP, shall we?

144. Fashionable Giants: Bolts and Hides
Authored by Fitztbutton Hurgtrintit, Renowned Gnome

This self-authored book is 94 of 100, flourishingly signed by the author with the inscription "Hitchopitch, Giants are grumpy because they dress atrociously! Good luck with your line of fire-resistant clothing. Fitztbutton"

Thumbing through the pages, will reveal hand-drawn fashions from several kingdoms all dated from a century prior. Each drawing has medium sized cut patterns and conversions to each giant type. Stuck between the pages are innumerable scraps of paper (receipts, exact measurements of customers, giant preferences, what cloth not to use, etc).

Benefit: A gnome reading this may switch his/her Obsessive trait to Profession: Tailoring.


Um, I think that yours is the 146th.


Fitzbutton ran off 100 copies. They were individually numbered.
It makes it easier to convince rubes that it will increase in value.


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147 Anatomist Sketchbook
The pages of this artist's sketchbook are high quality rag paper, bound in soft leather, with the contents written and drawn by silver point stylus. The first section contains several artistic studies, including some tasteful nudes, and a few picturesque landscapes. The middle section is a set of highly accurate anatomical drawings and dissections of the humanoid form, annotated in detail. The end pages are filled with strange geometric diagrams, hieroglyphs and arcane formulas.

The book gives a +2 bonus to Heal checks if the reader takes 1d4 minutes to consult the diagrams. Furthermore, A mage who makes a sucessfull spellcraft check DC:28 can use the information in the book to construct a flesh golem of medium size as if he or she had the Craft Construct feat, and make it look like a living humanoid.

Anatomist Flesh Golem CR5:

N Medium Construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +0
Defense
AC 18, touch 11, flat-footed 17 (+1 Dex, +7 Natural Armor)
hp 53 (6d10+20)
Fort +2, Ref +1, Will +2
Defensive Abilities:
DR 5/Adameantine; Immune Construct traits, Magic
Offense
Speed 30 ft.
Melee 2 slams +10 (1d8+4)
Statistics
Str 18, Dex 12, Con -, Int -, Wis 11, Cha 1
Base Atk +6; CMB +10; CMD 21
Special Attacks: Beserk
Special Abilities:

Berserk: When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem's berserk chance to 0%.

Immunity to Magic: A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save).
A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A flesh golem gets no saving throw against attacks that deal electricity damage.

Uncanny Likeness: An Anatomist flesh golem looks like a medium humanoid. It takes a DC 25 perception check to discern the golems nonliving nature by sight. The Anatomist Flesh Golem still cannot speak.

Sczarni

148. Texts on the Kuthonites
This book, bound in black canvas, is presented as fact but reads like a compilation of short stories. The appearance of the letters and the texture of the pages changes from one chapter to the next, suggesting that this book is actually several previously-printed books, or passages from books, that were bound together later. The one unifying trait is that the subject matter of each chapter is about the followers of Zon-Kuthon, or those unfortunate to invoke Zon-Kuthon's wrath. Consulting this book for 1d4+1 minutes grants the reader a +4 insight bonus on any Knowledge: Religion check relating to Zon-Kuthon.


Goth Guru wrote:

Fitzbutton ran off 100 copies. They were individually numbered.

It makes it easier to convince rubes that it will increase in value.

WHAT!? He swore mine was a Limited Edition!


Bwang wrote:
Goth Guru wrote:

Fitzbutton ran off 100 copies. They were individually numbered.

It makes it easier to convince rubes that it will increase in value.
WHAT!? He swore mine was a Limited Edition!

Don't believe me? Check out the flea market. :)


FYI, I believe your count is 10 too many. There was a repeat of #64, and it jumped from 122 to 133, and there was two 142.


Ack! ...and cheaper too! Ack!


149. The Potion Commotion, a book talking about the societal and economical outburst of potions into the world.

Sovereign Court

5 people marked this as a favorite.

150. The Protocols of the Learned Elders of Sovyrion

A somewhat poorly written tract claiming that long-lived elves are setting up a banking/trading system based on compound interest on capital investments, and gradually gaining complete control of Golarion's economy.

Although superficially plausible, deeper investigation will reveal that most of the elven businesses mentioned are rivals of vampire-owned enterprises.


Ascalaphus wrote:

150. The Protocols of the Learned Elders of Sovyrion

A somewhat poorly written tract claiming that long-lived elves are setting up a banking/trading system based on compound interest on capital investments, and gradually gaining complete control of Golarion's economy.

Although superficially plausible, deeper investigation will reveal that most of the elven businesses mentioned are rivals of vampire-owned enterprises.

Extra roleplaying points to gnomes who take offense that elves are being portrayed as clever gnomes.


Ascalaphus wrote:

150. The Protocols of the Learned Elders of Sovyrion

A somewhat poorly written tract claiming that long-lived elves are setting up a banking/trading system based on compound interest on capital investments, and gradually gaining complete control of Golarion's economy.

Applause


4 people marked this as a favorite.

151. 50 Shades of Dorian Gray
a small chapbook of poor construction which begins as a racy romance novel. By the third page the female protagonist meets a young dandy named Dorian Gray and a portrait of him is found on page 4. Once the portrait is seen the PC must make a DC 20 Fort save or wither into old age, immediately suffering the effects of the next 100 years. The book after that page is blank.


2 people marked this as a favorite.
silverhair2008 wrote:
FYI, I believe your count is 10 too many. There was a repeat of #64, and it jumped from 122 to 133, and there was two 142.

My contributions to get our numbering is back on track…

123. Gideon Mithrilpot’s Adventurers’ Cookbook, Anniversary Edition – a famous work from a now-deceased adventuring chef, which includes the recipes to properly cook naturally dangerous and venomous creatures such as wyverns and gorgons. Gives a +4 insight bonus to Profession (Chef) when used to prepare “exotic” foods (loosely defined as anything “uncommon” or “rare” for a knowledge DC check). Includes autograph that reads “Thanks for not eating ME! -G. Mithrilpot”

124. Gnomes – a Book of Questioning & Curry by Blackmaw of Ripper’s Bite – what appears to be both a demented cookbook as well as a treatise on gnome physiology and psychology, including detailed illustrations of nerve centers and the baking and burning temperatures of most organs and skin. Also details differing cooking temperatures for svirfneblin and spriggans. Gives a +2 insight bonus to sense motive if consulted while questioning a gnome or a +4 insight bonus to Profession (Chef, Tanner or Torturer) when the subject is a gnome. Also includes a delectable curry recipe which works equally well with halfling, fish, chicken and pork. The publisher notes that the author is a half orc alchemist and assassin, who is wanted for murder and that the book is also available in drow and infernal print editions (gnome leather cover limited editions are now sold out).

125. Visions of Inspiring Beauty & Tears of Blood by Kelveth Planestrider – a book of magically reproduced paintings from a famous painter who was once a powerful horizon walker. The book shows magically reproduced paintings of both the upper and lower planes in great detail. There are images from all four elemental planes, all nine hells, all seven heavens and the first six layers of the Abyss. Images focus on the souls of the deceased in the upper and lower planes and the architecture and “rulers” of the elemental planes. The images from the Astral & Etheric planes appear to have been ripped out.

126. Living under a Curse by Magdelaina Crowsbait – a “self help” / “uplifting” book about how to deal with life under an irrevocable curse. Sections include hereditary curses, lycanthropy, and even the rare direct curse from a deity. Readers gain a +2 Insight bonus for sense motive, diplomacy or bluff for those who have been suffering under a curse for a month or more or a +2 insight bonus to saves related to losing control or resisting secondary effects of the curse for those who suffer a curse.

127. Pejorative Prophecies a book by [redacted] of [redacted physiological activity] – the introduction from a renowned scholar of other prophecies notes that, while uncouth in the extreme, many of the prophecies researched in the book are actually more accurate than their more civilized variants as its well-known that mad rambling prophets tend to have very foul mouths. May give a +2 insight bonus to characters who are able to make their way through the vitriol. The book is also a collectors piece as it is one that tends to be burned by conservative churches at every opportunity.

128. The Shapechangers’ Bedchambers, Volume II by Ilyessa Silken – a collection of lurid stories about the various author’s encounters with differing types of shapechangers written as “dear Silken, I never thought I’d write one of THESE letters” format. Though written for titillating entertainment, the details of the stories also provide insight into the shapechanging process and physiology and may give the reader a +2 insight bonus to sense motive of perception checks to recognize a shapechanger.

129. Three Faces of Honor a collection from the writings of Sir Roland Shatterspear, Sir Durandor of Highpass, and Sir Lucien Hammerstrike – this solid tome is divided into three parts and is a collection of insights into the various codes of honor and etiquette appropriate for those of Lawful Good, Lawful Neutral and Lawful Evil alignments. Readers able to quote or meditate upon the insights provided may gain a +2 bonus to bluff, diplomacy or sense motive rolls when speaking or corresponding with martial characters of those alignments. The Faces of Honor was once required reading at prestigious military academies and may still find some usage there. This copy is a rare autographed edition.

130. Wonders from the Waves, Volume IV by Phelissa Griffonquill – a treatise on the various cities, civilizations and other monuments which have either been lost to the sea or revealed to have once been under the sea over a 500 year period along with a description of those civilizations and their hallmarks and a short history. Readers may use the book as a reference point to try to find the locations established in the book with a +2 bonus on the survival rolls as well as gaining a +2 bonus on Appraise rolls to determine if an object is from one of the civilizations mentioned in the book.

131. Harmonics of the Planes by Lenlehatha Silverfork – a dry academic book on the various theories of harmonic energy variations in the different planes of existence. Most reading the book will gain little insight, but those who seek to make a tuning fork attuned to a specific plane or an attempt to jury-rig a fork to a plan described (a VERY dangerous proposition) will gain a +2 insight bonus to their craft roll. Those hearing the sound of an attuned fork will gain a +4 insight bonus to their Knowledge (planes) or Spellcraft check to determine where the fork may be attuned. There is a copy of the arcane spell plane shift inscribed in a chemically inert metal on the back cover of the book. This book has a permanent book ward spell cast upon it.

132. Reinholdt’s Replacements, 8th Edition – the mostly burnt tome still contains the introduction advising that it is for advanced students of wizardry who may elect to utilize alternate or even no material components for common spells. A month of study with an undamage tome allows a wizard reading the book to purchase the Eschew Material feat without the need for a teacher (if that rule is used in your campaign). In addition, the appendices at the end may also contain alternate material components for common spells and notes on components which can be used to increase the efficacy of spells (such as the use of alchemical grease with a grease spell). The book contains copies of the cantrips for read magic and detect magic.

154. The Manuel of Rapid Golem Deconstruction by Klavin the Quick, Jr. – this beautifully illustrated book is written from the perspective of a “fighting engineer” (in the authors words) and describes tactics which can be used with a variety of both weapons and tools to rapidly “deconstruct” metal contructs and clockwork creatures. The book gives a +2 insight bonus on all knowledge or craft checks involving golems and gives a special bonus to melee characters with knowledge engineering – when utilizing the tactics outlines in the book they may ignore up to 1 point of DR from a golem per point of Knowledge (Engineering) up to a maximum of DR 10 after making a successful Knowledge (Engineering) check with a DC 15+ the CR of the golem. This bonus lasts for a number of rounds equal to the number of ranks the character has in Knowledge (Engineering).

-TimD


155. The Flaws of Metamagic Ywmidth - A thoroughly discredited tome by a real 'stick in the mud' mage from some time back. Ebony covers with gilded metal work and inexpensive gems set in silver settings, the book is as pompous and wrong headed as it is beautiful. Each chapter details Ywmithd's objections to research into a particular Metamagic. He picked at obviously flawed assumptions disproved an age ago. Nearly every page has at least one error, if not more. It is particularly galling reading to anyone using that particular Metamagic. The text is written on the left hand page, leaving the right blank.

This copy has a great deal of notes on the right hand side, in different hands, languages, inks, crayons, etc. Numerous drawings and casting notes abound.

Although the book is viewed by most as twaddle, a careful study using Kn (arcana) will reveal that (DC 20) Ywmidth was a stick in the mud (DC 25) Ywmidth was a cynic that constantly questioned the powers that be, which caused him to be censured on more than one occasion (DC 30) The notes on the right hand side are all 'answers' to the arguments and problems made by Ywmidth.

This was a book passed around among other wizards that opposed Ywmidth admitting there were flaws in their reasoning and working out corrections. Think of it as primitive peer review. After a few reads, a Wizard will realize that Ywmidth was the force that 'proofed' the early feats, compressing and tightening them. This is not an acceptable fact to many in the current power structure.

Due to factionalism and one-up-man-ship, differing groups of wizards will act to destroy the book or publicize them, all with differing rewards or punishments.

I have used this in my game, though this is a much more polished version.


156. The Book of the Reaper

This plain black leather book looks old and worn. Not too long, it recounts the story of a supernatural serial killer who would only kill those who knew a good deal about him. His favored tactic was forcing the victim to somehow recount the tale, then killing them after they spread knowledge about him. In the back is hastily scrawled the words, "I'm so sorry, he made me do it!"

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