1000+ Unusual book designs


Homebrew and House Rules


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Here I will start a list of unusual book designs. A book is anything that stores information. They could contain spells, rituals, designs for items either magic or high tech. Anyone can contribute but obviously unusable entries can be given substitute entries with the same number.

1: Bound in human skin. Written and drawn with human blood.
2: Alive. At least one eye and an ear. Can levitate to it's owner when called.
3: Book of holding. Slim book with originally a thousand pages. If placed in another magic storage device it seals shut till removed to a more normal space.
4: Corridor wall covered with hieroglyphics, pictures, writing, ect.
5: Folio. A large piece of "paper" folded into a page sized rectangle. Usually found in it's slipcase decorated like a book.
6: Mostly non magical scroll. It contains anything a book can hold, often in hieroglyphics.


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7. A cylinder. About the size of a vase, it bears words on the sides. If you pick it up and spin it around, it will continue to show new words/pictures despite being rotated completely in your hands. If you rotate it in the opposite direction you can return to a previous "page".


8: A collection of green clay tablets bound by magical force with cuneiform writing. When "activated" the tablets rise up to eye level of the reader and rotate on a left/right axis

9: 7 crystal prisms, each with a series of glyphs etched on the INSIDE of the gemstone. When light is shone through them at different angles, different information can be deciphered. In some instances the prisms must be aligned to glean more complex information

10: The severed arm of a Medium humanoid contains dozens of intricate tattoos from fingertip to shoulder bone. The limb has been permanently preserved an pierced through the underside with a carrying strap

11: Hundreds of clear crystal shards are contained within a cabinet inside a fortress made of ice. Beside the cabinet stands a crystalline console with an assortment of open tubes. When a single crystal is taken from the cabinet and placed in one of the tubes on the console, pre-recorded knowledge is delivered through programed, three-dimensional illusions projected into the air before the console. A singular green crystal sits ominously, collecting dust, apparently untouched for some time

12: Dozens of brains in jars are stored on shelves before a bizarre and alien machine. While there are many dials and levers on this device, the top counter is a smooth metal plate with a round housing the same size as the base of each jarred brain. Each jar contains four multi-pronged sockets at the top of their base as well, corresponding to four multi-pronged plugs on elastic tethers connected to the top of the machine's console. When connected and the proper sequence programmed, electrical current will flow into the preserved brain and the undead intelligence will psychically communicate with the user

13: A rhino hide bound notebook showing rugged wear at the edges. The darkly wrinkled gray leather of both covers show spattered stains and tiny chemical burns. The pages within contain a mixture of notes and diagrams alongside the formulae for a number of mundane alchemical and extract concoctions


14: Hundreds of connected lengths of string with words encoded by knots.

15: A magnetised metal plate coated with iron dust. Each time the plate is shaken a new 'page' is revealed in the patterns in the dust.

16: A complicated crystal star. Shining light on it from a precise angle creates an image of a page in the overlapping rainbows so created. Changing the angle changes the page.

17: A case of loose pages filled with sketches of flowers. Overlaying some of the pages (they're transparent with a bright enough light) reveals the maps hidden within. There may be hints as to which pages to overlay in the marginal notes.

18: A sack of gnawed bones. The tooth-marks are runes.


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14. A cabinet of what appear to be potions stored away. Each one had a label. Instead of saying things like 'healing potion' or 'enlarge person', they each bear what seem to be book titles. Also stored with them is a metal wash basin. If a potion is poured into the basin, words appear in the fluid: the words of the book. A wave of the hand in either direction turns the pages of the book. Inserting the potion bottle into the fluid causes the fluid to pour itself back into its bottle for storage; more fluid moves in and out of the bottle than they should be able to hold. No other bottles work, nor basins; pouring the potions out into other basins or containers ruins the book forever. If consumed, they taste like ink.


15. A hardcover grimoire bound in countless eyelids and lips. It is filled with pages of angelskin vellum which are all blank except the centerfold depicting angels being flayed and tortured... their eyelids and lips removed. No attempts to write in the book are ever successful, Arcane Mark is left floating in space instead of sticking to the book or its pages. No attempts to hide its evil aura are ever successful. No attempts to destroy the book are ever successful. If the grimoire is used as a focus for the Soul Bind or Trap the Soul spells (or similar dark magic/ritual), the target's name appears in the book and the gem containing the soul (usually a black amethyst or onyx) disappears forever.


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VoodistMonk wrote:

15. A hardcover grimoire bound in countless eyelids and lips. It is filled with pages of angelskin vellum...

No attempts to hide its evil aura are ever successful.[

Waaaaait a minute... so this book is evil?

Shouldn't all that angel-y goodness make it detect as good? I think it should...


16. A magical curly straw of semi-transparent material. They come in a variety of colors. When alcohol is sucked into it and and imbibed by the user, the words of the story or message contained within are revealed; being visible to the user, only, in their native language upon the uppermost curve of the straw, in sight of their eyes.

If the user doesn't imbibe the alcohol, merely sucking it through the straw and spitting it out, the words appear fuzzy and indistinct. The user may mentally concentrate to move the story or message to any point they wish, assuming they have viewed it before, otherwise a user can view and read approximately two pages of words per minute (about 500 words).

The magic of the straw always allows the user to read and comprehend the story regardless of alcoholic impairment, as though they weren't drunk or imbibing alcohol, but it does nothing to prevent them from becoming drunk or inebriated.

Some such straws contain epic dwarven ballads and poems that only the most determined and mighty of drinkers can read, recite, and manage to perform to the end.


(the numbering got messed up in Lathiira's second post with the cabinet)

22: Mosaics in the floor of a temple.

23: A quill pen which allows the holder to reproduce any document it has stored, given parchment and ink.

24: A long scarf (3rd Doctor Who-style) with patterns knitted into it.

25: A tree with words carved into its bark.

26: 26 trained monkeys with typewriters. Against all the odds they can produce clear text given time.


Apparently I got ninja'd. Sorry all!


27:Tiny book. Usually written by tiny creatures such as midge sprites, gremlins, or sentient mice. It requires lenses of minute seeing to read.


28. Fine Print: The complete book of identifying the smallest of tracks.


*Thelith wrote:
28. Fine Print: The complete book of identifying the smallest of tracks.

Content belongs in 100 Books Found in the Strange Library. An otherwise normal book whose contents are all written in fine print is a valid entry. Any pictures would be likewise fine and require at least a magnifying glass to make out.

29: Spider book. Otherwise normal book that when threatened or prey draws near, instantly transforms into a spider of the same size with the book title on their back.


30. Deep in an old forest is a stand of birch. This is a little odd on its own. Written on the bark of the trees are words and numbers. This is a book written by a passing elf druid long ago, detailing their travels. It might even contain a spell formula! Of course, several tress are damaged or dead and fallen, the bark gone.

Dark Archive

31. The books in this library are all blank, although they have titles on their spines, and are arranged in categories, with a single assistant librarian in each section. The eccentric arcanist who runs the place has forced each of the dozen librarians to memorize the contents of several books each, by theme, and recite them or regurgitate references from them on demand. The one in front of you right now bears the sigil for Enchantment on her tunic, and presumably has been forced to 'store' all of the texts on the school of Enchantment.

32. Inside this magnificent mansion spell, the library is useful and thorough, with books filling many shelves, and stacked atop tables in teetering piles, but the books are tangible figments, given a wisp of substance via shadow magic (allowing them to be read and moved about). You cannot remove any of the tomes from the spell effect, they vanish from your person when you cross the threshold, reappearing wherever you first picked them up. (Note that the food in this magnificent mansion is also illusory, and satisfies hunger and thirst only while you are within it, but then leaves you stricken afterwards!) New tomes can be brought into the mansion and burnt, at which point an illusion of the destroyed book appears on the shelves, preserved forever, but if the spell itself is ever ended, all of these books will be lost!


33. In a geothermal area, one of the crevices in a hillside wafts steam. From the right angle the clouds can look like words. A lot like words, actually. (Excavating the area can reveal a dreaming dragon. Briefly.)


34:A tablet, with a screen the size of a paperback book. If the screen is touched, it turns on. Touch the right side of the screen and it moves a page forward. Touch the left side and it goes a page back. If you hold your finger on it it will go all the way to the first or last page. If ignored for an hour it turns off. Note that touching anywhere within the margins will zoom in on that part of the page, but turning the page returns to normal size. The light emitted is equal to a candle.


34:Burning this book will expose everyone downwind to radioactive gas.


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Goth Guru wrote:
34:Burning this book will expose everyone downwind to radioactive gas.

"But... but... It's said Kindle on the side!"

35. Written long ago by an ancient, Old One upon the night sky, the passing stars form pages of eldritch knowledge. Written across eons, the passing of a year equals one page of knowledge. An observer must view the heavens for at least 5 days of a week (there's some overlap for a few days, allowing for some gaps to be filled in). Overcast days can interfere.

It's said that in certain parts of the night sky, lost spells have been written. Each such ritual or spell requires one 'page' ie. year, of research. Such magicks are inherently dangerous and maddening even if diligently studied, especially since some of the stars have guttered and dead in the ensuing epoch.


35B:A planetarium allows you to read the book properly. It also allows you to read the stars from the perspective of different planets and systems, which are whole other books.

36:Book Bomb. A seemingly ordinary book, to most appearances appropriate to it's contents. To the sense of smell it is gunpowder, perception 18. The covers are made of highly compressed explosives detonated only by fire. The pages are bound by wire to the spine so if a fool throws it on a bonfire it blasts everything within 50 feet with 2D6 shrapnel, 2D6 fire, and 5D6 concussive force.


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37. A bag of magical sand. When the reader casts Read Magic and makes a successful UMD DC 20 check, the sand animates and leaps out of the bag to form words. One need only say "Next", "Go Back", "Go to Chapter 3", or "Table of Contents", or "Skip to page 374" to navigate the "book".

Dark Archive

Ryze Kuja wrote:
37. A bag of magical sand. When the reader casts Read Magic and makes a successful UMD DC 20 check, the sand animates and leaps out of the bag to form words. One need only say "Next", "Go Back", "Go to Chapter 3", or "Table of Contents", or "Skip to page 374" to navigate the "book".

Ooh, I like that one. A similar variation with a bag of a hundred or more little tiles each containing a single letter, that reform on command to spell out a page of text at a time, could be neat.

Or a book with a nonsense story written in it. If the title of the book desired (and one of the several programmed into the magic book) is said aloud while the book is held by the speaker, the letters all move around, some moving to other pages entirely, to reform into the text of the desired book. If the book is left unattended for more than 10 minutes, the letters all migrate around again into another completely nonsensical story.


38. A blind old dwarf. She's memorised more stories than you knew existed, and can repeat them if suitably motivated.


39. A magically-mobile libram which generates an illusion while reciting information. Resembling an unassuming humanoid that's memorized more stories than a blind old dwarf knew existed. It will repeat them with absolutely no motivation or even encouragement, constantly, in no particular order. It also has an incredibly diverse collection of bedtime stories of near-unbelievable creativity, if not polish.

Details:
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This almost curse-like tome will stick with and follow listeners that evince even the slightest positive reaction to a tale or snippet of information during their initial encounter (and it does tend to open with some pretty impressive tales or information). It even tends to pop up unexpectedly after being teleported away from, locked in rooms or boxes, or seemingly destroyed.

Lost in the telling of stories, it will continue to follow its chosen listener around, pontificating on observed actions in relation to characters in other stories or documents, regaling them with tales and spiraling off into tangents of other stories that have similar themes, situations, or characters, sometimes entirely rearranging chapters between different stories.

If aggressively attacked by a listened (rather than some incidental creature nearby) or deliberately subjected to ruinous damage, it may either ignore it... or decide to leave. In this case, it usually eventually end up around someone the original listener dislikes or vice versa and will almost always have some information about the original listener to impart (which might be reacted to favorably and start the whole cycle over again).

This is not actually a cursed item and spells dealing with such things have no effect. One of the known methods of ridding oneself of this persistent tome is to create a new bedtime story, either yourself or someone else acting on your behalf. This requires a peaceful bedtime setting and three successful Perform (Storytelling) or Charisma checks at DC 10, DC 15, and DC 20 over the course of an hour. Success indicates the tome falls into a sleep-like trance for a time. This seems to 'reset' their social interactions, freeing the listener even if they later meet the same tome or are still in the area after the trance ends.

One noted positive effect of this tome is that when telling a listener a bedtime story, it's so enthused and intent on helping them relax and have a pleasant sleep, it actually remains vigilant and watchful for up to an hour after its listener has drifted off, functioning as form of sentry that will, if not express alarm at something's appearance if enters the room, camp, or vicinity of the sleeper, will definitely remark on it in a loud manner.
---------------------------------------------------------------


Pizza Lord wrote:

39. A magically-mobile libram which generates an illusion while reciting information. Resembling an unassuming humanoid that's memorized more stories than a blind old dwarf knew existed. It will repeat them with absolutely no motivation or even encouragement, constantly, in no particular order. It also has an incredibly diverse collection of bedtime stories of near-unbelievable creativity, if not polish.

** spoiler omitted **...

As these are intended to house any kind of information, those who encounter the "Basics of Accounting" book insist it is a cursed item.


Set wrote:
Ryze Kuja wrote:
37. A bag of magical sand. When the reader casts Read Magic and makes a successful UMD DC 20 check, the sand animates and leaps out of the bag to form words. One need only say "Next", "Go Back", "Go to Chapter 3", or "Table of Contents", or "Skip to page 374" to navigate the "book".

40: Ooh, I like that one. A similar variation with a bag of a hundred or more little tiles each containing a single letter, that reform on command to spell out a page of text at a time, could be neat.

41: Or a book with a nonsense story written in it. If the title of the book desired (and one of the several programmed into the magic book) is said aloud while the book is held by the speaker, the letters all move around, some moving to other pages entirely, to reform into the text of the desired book. If the book is left unattended for more than 10 minutes, the letters all migrate around again into another completely nonsensical story.

41 is particularly appropriate for a spellbook of a long dead chaotic wizard. With 10 different books in it, it would be hard to find. Illustrations would form from pages full of apparent scribbling.


42: Various mosses grown on trees, mushroom patches tended, tree branches cut and bent into a circular grove. When wind passes through the grove, the land literally speaks, as the seasons change the direction shifts and the words spoken change. Generally used as a record and training area for the next generation of Druid. Sometimes used by cannibal Elves for inter tribe messages.

43: A walking stick with hundreds of precise holes carved into slats, each slat is decorated with beads making it a very musical item. When held at the right angle, words appear on the ground in the shadow cast through the staff, the beads move as it spins to reveal new words.

44: A tiny sized Poppet robed in book pages and wearing a librarians cap embedded with a valuable divination gem. When a question is asked, the poppet walks in lines, it's feet leaving behind glowing letters with each step that answer the question. Only 10 letters appear at a time before the first fade to nothing.

45: Ghost book. A book made from the ethereal plane untouchable except with ghost touch gloves. Ghost salt or purification rituals can return the book to the material plane, but ruin it forever. Ghosts can interact with it normally, able to write with the attached ghost quill.

46: Book of horns. Hollow carved horns collected into a spiral mass that hangs before the Shaman's hut. A skilled "reader" can gently blow a horn, placing fingers over specific holes, to mimic speech of long dead leaders and wise people. Too much or too little pressure only results in squeaks and squeals.

47: The hat book. A tall librarians hat that when worn causes ink to splash over the wearer, they become the book but cannot read themselves. Any ink added to the person is added to the "book". When the hat is removed ALL ink goes with it and vanishes till next worn (Yes, ALL ink, careful with tattoo's!).

48: The counting book: A big metal box with complex runes and gears inscribed in silver on the top. This simple "book" when opened is empty, any number of disparate items placed inside are "counted" as given labels for the owner when a small bit of blood is added to the "latch". So a barbarian may place 50 ears inside, the box would say ears of 30 Goblins, 4 bugbears, and 1 Troll, placed by Tolf the cheater. Or a Gnome may place 6000 marbles inside and it would say how many of each variety placed by Gibblforth the hatter.
By rotating dials one can scroll back through the records, or place a new sample of blood to see the last counting. The contents are normal and not magically stored or removed (that must be done manually).


49: A magnificent tasseled robe, possibly a magical garment in itself. The tassels themselves are many coloured and intricately knotted. The knots also encode the writing of the book, similar to the inca khipu.

50: A set of metal plates, each etched with a single, huge, extremely intricate logogram. They were for a long time used as parts of a makeshift suit of armour, revealing themselves by taking no damage when the others were heavily worn.

51: a book bound in humanoid skin, and similarly with the parchment. Each page seems to have a mind of its' own, and each violently resists be written on, seemingly contorting to frustrate the writer, and trying to persuade them to write on another.

52: A book that accurately transcribes the dreams of its' owner, yet to the same owner the writing appears illegible. It is set with a green jade on the spine, in the shape of a single eye, with the lid contorted such that it is open on the left half and closed on the right.

53: Three volumes, progressively smaller, bound in red leather, and gilded. Each is associated with one of the hags from a legendary coven, and has their sign on the cover. The contents of each are richly decorated, and as one progresses through them in order (being first the maiden, then the mother, then the crone) they become both more sickening, ugly and disturbing and yet also more beautiful and intoxicating. Similarly, the persona of the writer changes from a highly pleasant one to a deeply unlikeable one, yet at the same time becomes far more compelling. Each tackles their distinct subject matter subject with a combination of humour and cruel wit, sombre academia, mythology and personal anecdotes, and a fair drop of condescension.
The book associated with the maiden is the largest about birth, and coming into being. That of the mother is about growth and change in the world, and is the middle book. That of the crone is about death. The themes of the second are contained within the first, and those of the third in the second, but in both cases distilled.


54: Ordinary seeming book that radiates teleportation magic. Read the command word on the first page and it takes your entire party there. If mounts or vehicles would not fit, they are left behind. The last page has the command word for returning. This is a good format for one of the above books that cannot fit on the bookshelves or treasure trove where they are found. The rest of the pages contain text and illustrations useful to the subject matter.


55. A book in a wizard's library appears to be bound in dragon hide. When examined, the book animates, revealing tiny teeth and claws, and flaps its pages to fly as it attacks the intruder. If its creator picks it up, it simply purrs and opens to the page where he left off reading or recording in it.

This is an actual item/creature I created for the lair of a transmuter who specialized in creating hybrid monsters. I used the Amalgam template (Advanced Bestiary, Green Ronin) to combine the stats of a Tiny animated object (the book) with a wyrmling black dragon. It was merely a nuisance monster rather than any real threat for the party, but it added nicely to the overall flavor of the lair.


56.A haunted place or item that when triggered causes the observer or observers to experience a related section of the Akashic Record.


57.A skull covered with arcane symbols and a book title. It will answer most questions about it's topic and it is eager to learn even more. When someone first encounters it it tends to startle them. It has the alignment of it's subject matter. It can see out of it's 2 glass eyes and hear through it's ear holes. A cookbook has been known to lick things with it's ectoplasmic tongue.


Lathiira wrote:
14. A cabinet of what appear to be potions stored away. Each one had a label. Instead of saying things like 'healing potion' or 'enlarge person', they each bear what seem to be book titles. . . .

This reminds me of the Pensieve from the Harry Potter books.

Tim Emrick wrote:
55. A book in a wizard's library appears to be bound in dragon hide. When examined, the book animates, revealing tiny teeth and claws, and flaps its pages to fly as it attacks the intruder. If its creator picks it up, it simply purrs and opens to the page where he left off reading or recording in it. . . .

This also reminds me of the Harry Potter books, the care of magical beasts book that Hagrid had for his class. You had to stroke it's spine to calm it down and then it'd open just fine... otherwise it tried to eat you.

And so, variations on a theme...

58. The Ex-Familiars. Three different books, each bound in the skin of a previous familiar, a goat, a raven, and an owl, act as animate objects with personalities matching their interests in life. They will eat books with information matching their interests but steadfastly refuse to eat books with information that doesn't. If forced, they vomit up the pages of the 'ill tasting' information. Information eaten this way is added to their pages, granting their readers a bonus on the knowledges in question.

The books grant a +1 insight bonus to related knowledge checks per hit die (Owl - Geography, History, Nobility; Raven - Arcana, Planes, Religion; Goat - Dungeoneering, Local, Nature). Eating enough new and different written information can allow them to add a hit die to themselves (DM discretion). Forcing the books to eat written information that don't agree with them causes them to lose a hit die as if level drained. They each have an at will cantrip (Owl-Read Magic, Raven-Resistance, Goat-Root) and may learn additional cantrips every odd numbered hit die but never one that deals direct damage.
Readers can communicate with the book by using the quills (or bone pin in the goat's case) attached to the spine of the book and writing on the first page. The ink will disappear and the book will answer in new text that appears and then disappears after read or after the book is closed, whichever comes first.
Once a week, they can turn into a tiny or small origami version of the original creature for a number of hours equal to their hit dice. In addition to regaining hit points through repair or spells that work on objects, such as mending, they gain a number of hit points equal to the damage inflicted on a scroll or book that they eat.


59. The reader is a crystal disk that when held against the skin will display a book, page by page. Most animal lifeforms, humanoids included, have books encoded in their DNA. As these "books" were written by the First Ones they contain invaluable information on the beginning of the universe. Half elves and half orcs have garbled information due to 2 books being combined.

The reader is usually found wrapped in a paper with the command words written on it.


60. Copper plates. The letters are tap and died into the metal unless a god created them. Usually numbered so you know what order to read them in.


61. a flatbox with a hinged lid which, when open features a piece of otherworldly glass on the inside. The interior of the box is extremely shallow featuring raised keys depicting letters, numbers, and a variety of functions or punctuation marks. below the keys is a depressed pad topped with two blank buttons.

By pressing a key displaying the pictograph of a window, a static image appears with a variety of texts and an empty bar across the center. By manipulating the pad, a blinking marker may be placed in the bar and then, by phrasing a question using the letter, number and punctuation keys, the spirits trapped within the flatbox will change the image to a number of answers to the user's question.

By once again using the pad to move the marker over one of these answers, the buttons atop the pad can be used to force the spirit attached to the chosen answer to then divulge its knowledge in the form of text, images, or moving pictures which the flatbox refers to as "videos."


62. A large origami swan. As in life-sized. Words are written on every surface of the amazing piece, the pages of the book. Each flat surface is numbered with the page of the book; reading it in order requires knowing how to make a swan and unfolding it in reverse order to making one.


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More on 62...
It can be any origami form, usually, but not exclusively, oriental. Kitsune prefer origami foxes. Some wiseacher might inscribe a treatise on the fly spell on a big paper airplane.


63. As 62, but it's a folded origami book. (Wiseacre here)

64. Long strips of cloth or ribbon with seemingly random letters along its length. These strips are meant to be wound around a rod or dowel, thus lining up the letters into words that are read from top to bottom. Since the alignment of the letters is important, the proper circumference of the reading rod is paramount. Such a rod fitting this [set] of story strips may or may not be nearby.

These are based on the code-staves from history, where coded messages would be sent between two parties, both of which have identical staves. Anyone intercepting the code would need to have the right size dowel or have to spend time piecing the words together laboriously.


65: Fixed upon the end of an ornate iron rod is the skull of an ancient wizard-king, known to have been knowledgeable on many topics and spells. Each of the skull's eye sockets are affixed with multi-faceted garnets and several arcane sigils are painted across the surface of the bone. At will the device can call forth an inner light causing the rod to radiate light like a torch and the lenses can be manipulated in a way to focus the light into a 30' cone, a 60' beam, or even project and manipulate the light out of itself as per the Dancing Lights spell for up to 10 minutes per day, used in 1 minute increments at a time.

1/week however the skull can be asked a question while the lenses are pointed towards a flat, opaque surface capable of projecting an image onto, such as a wall or canvas sheet. The skull is capable of recalling lore as if a sage answering a DC 20 knowledge check. Alternately, the skull MAY know a particular Sorcerer/Wizard spell up to 5th level (as determined by the GM). The answers requested will then be projected through the faceted garnets onto the surface wherupon they may be studied by the user or other onlookers.

Note: any attempt to transcribe this knowledge, even after a spell has been studied by the user and added to their daily prepared spells, immediately fails and the subject suffers Blindness (as the spell Blindness/Deafness) with no save. The knowledge read from the skull either gives the user the chance to add a particular spell to their prepared spells for the day or deliver a +5 Competence bonus to a single Knowledge check related to the question asked of the rod.


66:Alien books with a pattern of stars on the cover. The lock has no keyhole and will open only when the stars are right, usually when it's planet of origin is above the horizon. This format is also popular with planar outsiders. Picking the lock involves duplicating the correct night sky. In other words art or illusions.

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