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Requires the use of the Dungeons and Dragons Players Handbook, Third Edition, Published by Wizards of the Coast.

Introduction
A Dozen Free Spellbooks is a free booklet of spellbooks for use in any d20 fantasy campaign. This booklet presents 12 books (not just spellbooks) that can be introduced to a campaign as treasure, a book in a library, or possibly one available for sale in a shop. For even more books youll want a copy of 101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires. 101 Spellbooks is a 36-page PDF book with dozens of spells, several feats and magic items,and the rules necessary for each book included. If you have both this booklet and 101 Spellbooks youll have 113 individual books you can use as you wish. You can purchase a copy of 101 Spellbooks for only $3.00 at www.rpgnow.com, www.rpg.net, or www.philipjreed.com. Also be sure to download the free short adventure, The Cursed Temple, that includes a sample book from 101 Spellbooks. Even if you dont spend the $3.00 youll have 13 spellbooks without spending a dime.

Spells
Arcane Poison. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Forgetfulness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Goblin Stench. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Hideous Laughter . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Minotaurs Might . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Poisoned Goblet . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Venomous Strike. . . . . . . . . . . . . . . . . . . . . . . . . . . 5

Open Game Content


All of the text in this book is presented as open game content. You may use this content in your own work as long as you follow the terms of the license. The Open Game License is printed at the end of this book.

A Dozen Free Spellbooks is copyright 2002 Philip Reed. Artwork copyright Elmore Productions, used with permission. All text in this book is designated as open game content. You may not distribute this PDF without permission of the author. Dungeons & Dragons and Wizards of the Coast are Registered Trademarks of Wizards of the Coast and are used with permission.

A Dozen Free Spellbooks

The Books
These books are a mixture of spellbooks and books of knowledge. Gamemasters will use these books as treasure items, possessions of important NPCs, books available for sale in different shops, books to be found in libraries, or in any number of other ways. It is advised that the GM make a mark next to a book when he uses it in his campaign so that he does not accidentally introduce the same book twice. Spell names marked with an asterix (*) are described later in this book. Other new rules are presented in the special features section of each book when necessary. NOTE: The numbering sequence for the books begins with 102. For books 1-102 see the introduction.

102. Garaonas T raveling Spellbook


Appearance: The cover of this thin book is manufactured of goblinskin that has been stretched and treated. The skin has been attached to a wooden frame using fine nails and leather straps that are threaded through the spine of the book, holding the 30 parchment pages in place. The writing inside is hurried and sloppy. Spells: Fog Cloud, Goblin Stench*, Obscuring Mist, Ray of Frost, and Stinking Cloud. Special Features: None.

ishes when the successful check is made and there is a 35% chance per spell that the pages containing the spell are also destroyed.

105. The Dragon and the Spell


Appearance: This 14 x 9 leather-bound childrens book is a favorite throughout the lands of man. The story is hundreds of years old and has been passed down from generation to generation. This is a rare book that was specially created for a noblemans son decades ago. The book is beautifully illustrated and includes dozens of color paintings. Spells: None. Special Features: None.

103. The Journal of Gurutz


Appearance: A small leather-bound book about 8 x 5 in size with about 200 cheap paper pages inside. The journals writing is fascinating reading and could prove useful to sages and bards. Spells: None. Special Features: Gurutz the sage traveled over much of the civilized lands and, for a few years, journeyed deep into the western deserts. In this journal, Gurutz recorded the knowledge passed to him regarding desert survival. Anyone studying the book for two weeks who succeeds an Intelligence check (DC 22) gains a +2 bonus to all Wilderness Lore checks when in a desert environment.

106. Bite of the Snake


Appearance: The evil-looking tome is bound in snakeskin that has been stitched together to create one large sheet. The edges of the covers are decorated with snake teeth of all lengths and from dozens of different snakes. The pages are gray parchment and are written on with red ink. Spells: Arcane Poison*, Poisoned Goblet*, and Venomous Strike.* Special Features: None.

104. Book of Physical Prowess


Appearance: This book is carefully crafted, the covers built from silver and the interior pages made of silk sheets sewn to a parchment backing.The symbol of a fist, cast of gold, is affixed to the cover with a series of tiny silver rings. The writing inside details a series of spells that improve the recipients physical capabilities. Spells: Bulls Strength, Cats Grace, Endurance, Endure Elements, Minotaurs Might*, and Stoneskin. Special Features: One of the pages has been magically enchanted with the ability to permanently improve the Strength of a single individual. Upon reading this page and succeeding an Intelligence check (DC 35) the readers Strength is increased by 1 point. The page instantly van-

107. The Spells of Athelstan


Appearance: This book is constructed of iron covers that have been joined to a leather spine with copper spikes. The pages, sewn to the leather, are tan-colored parchment. The symbol of an hourglass has been engraved into the front cover of the book. Spells: All arcane spells from the Players Handbook involving time. Special Features: Athelstan spent decades perfecting his spellcasting speed and kept detailed notes of his studies and the final methods he established. This is represented with the following feat. Fast Spell (Metamagic): Cuts the casting time of your spells.

A Dozen Free Spellbooks


Benefit: A Fast Spell has its casting time halved, to a minimum of one action. This is only a benefit for spells that normally have a long casting time. A spell with a casting time of "one full round" now takes a standard action to cast. A spell with a casting time longer than one round has it's casting time halved. A Fast Spell uses up a spell slot one level higher than the spell's actual level. Notes: For a spontaneous spellcaster such as a sorcerer or bard, the metamagic rule still cuts in and changes the standard action into a full-round action, which is still not the same as a 1 full-round casting time. the book is devoted to the spellcasting techniques and capabilities of goblinoid shamans. Spells: None. Special Features: Anyone succeeding an Intelligence check (DC 25) at the end of two weeks of studying gains an ability comparable of that of the rangers Favored Enemy only applied to goblinoid shamans. This bonus does not increase as the character gains levels but, if the character was already a ranger with the goblinoid race selected as a Favored Enemy, the +1 bonus successfully deciphering this book does stack with his ranger ability.

108. The Catalog of Other Realms


Appearance: The Catalog of Other Realms is a thick volume with 300 vellum pages. The wooden covers are held to the leather spine with small brass hinges. The pages inside detail hundreds of planes the author claims to have personally explored. Many question the honesty of these claims though there are a few who believe the information contained within the book is genuine. Spells: None. Special Features: Anyone using this book when on another plane has a 50% chance to use his Wilderness Lore skill without suffering any penalties. The time necessary to use the skill is doubled while on another plane.

111. Liber Vesania


Appearance: The oak covers of this book are decorated with silver corner caps and small emeralds that have been mounted along the top edge of the front. The words Liber Vesania are stamped into the front cover. The pages are held to the covers with leather straps that have been threaded through them and knotted off. Spells: Confusion, Detect Thoughts, Forgetfulness*, Hideous Laughter*, Misdirection, Suggestion. Special Features: Touching this book can drive someone mad. Anyone touching it must make a successful Will save (DC 25) or suffer effects similar to the spell insani ty. This is a not an exact duplicate of that spell since its effects can be cancelled with remove curse.

109. Curse of the Ancients


Appearance: This unholy tome is bound in black leather and contains 50 parchment pages, many of them showing signs or fire and water damage.The symbol of an ancient evil deity is branded into the front cover of the book. Spells: None. Special Features: Any good-aligned character or creature touching the book must succeed a Will save (DC 25) or lose 1d6 Constitution points for a 24 hour period. This check must be made once every ten minutes that the book is touched or held. Anyone reading aloud from the book must make an Intelligence check (DC 20). On a successful check the character reading has unknowingly cast horrid wilting as if he were a 20th level cleric. There is a 15% chance each time this ability is used that the book will burst into flame, causing 2d6 points of damage to anyone within a 5 ft. radius (including the reader).

112. Godrics Workbook


Appearance: A mages workbook is a less formal book, one in which the mage records observations during experiments. Godrics Workbook is typical of this type of book with 90 parchment pages secured to a leather spine with two simple wooden covers. Spells: Several partial spells and attempts at spells. The only complete spells in the book are Dispel Magic, Persistent Image, and True Strike. Special Features: None.

113. The Smiths Ways


Appearance: This simple tome is a leather-bound volume that looks like any other book that can be purchased blank from a bookcrafter. The pages inside are written on with plain black ink and present the techniques of three different craft skills. Spells: None. Special Features: The reader of this book, after spending three weeks studying it and succeeding an Intelligence check (DC 25) receives a +1 rank bonus to any one of the following skills: Craft (Armorsmithing), Craft (Blacksmithing), or Craft (Weaponsmithing). This bonus may only be gained once per skill.

110. The Study of Goblinoids


Appearance: The gray-leather book is completely free of cover markings. The 100 pages inside, all yellowed paper, are covered in tiny handwriting and sketches that catalog the various goblinoid creatures in existence and cover the culture and combat techniques of each. 24 of the pages are damaged and unreadable. The largest portion of

A Dozen Free Spellbooks

Spells
Arcane Poison
Necromancy Level: Sor/Wiz 5 Components: S, M Casting Time: 1 action Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude (half) Spell Resistance: Yes With this spell the caster infects the target creature with a deadly poison. The successful touch attack inflicts 2d6 Constitution damage and then one minute later the target suffers 1d6 Constitution damage. Each time damage may occur the target makes a Fortitude check (DC 10 + caster level) and, on a successful check, the target suffers only half damage. Material Component: The head of a poisonous snake. Material Component: A goblins finger or ear.

Hideous Laughter
Enchantment (Compulsion) Level: Brd 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature (see text) Duration: 1d3 rounds Saving Throw: Will negates Spell Resistance: Yes This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing. After the spell ends, it can act normally. Creatures with Intelligence scores of 2 or lower are not affected. A creature whose type is different from the casters receives a +4 bonus on its saving throw, because humor doesnt translate well.

Forgetfulness
Transmutation (Mind-Affecting) Level: Sor/Wiz 1 Components: V, S Casting Time: 1 action Range: Close (25 ft. +5 ft./2 levels) Target: One humanoid Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes By means of this spell, the caster inflicts a humanoid with a temporary case of absentmindedness. The victim suffers a 2 circumstance penalty on all Intelligence checks and Intelligence-based skill checks. If he is a spellcaster, he might also botch his magic due to some forgotten phrase, gesture, or component. To successfully cast a spell, the target must make a Concentration check. A failed check means that he has lost the spell.

Minotaurs Might
Transmutation Level: Brd 6, Sor/Wiz 5 Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes The target touched when this spell is cast becomes stronger. Minotaurs Might grants a bonus of 2d4 points to the targets Strength score for the spells duration. Material Component: A small pinch of powder made from the horn of a minotaur that has been ground to a fine dust.

Goblin Stench
Conjuration (Creation) Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. +5 ft./2 levels) Effect: Cloud that spreads to fill a 20 ft. radius, 15 ft. high Duration: 1 round/2 levels Saving Throw: Fortitude negates (see text) Spell Resistance: Yes This spell creates a smaller fog for a shorter time than the similar spell, stinking cloud, but is otherwise identical to that spell.

Poisoned Goblet
Conjuration (Creation) Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. +5 ft./2 levels) Target: One small object Duration: Permanent Saving Throw: None (see text) Spell Resistance: No

A Dozen Free Spellbooks


The caster magically coats a small, inanimate object (the object need not be a goblet, despite the spells name) with contact poison. The object to be coated cannot weigh more than two pounds or be larger than one cubic foot. It must be within range of the spell and visible to the caster. The contact poison on the object is black lotus extract, and the spell creates an amount sufficient for one poisoning. A Fortitude save is allowed against poison, which can be detected with a successful Spot check (DC 29). Material Component: A black lotus flower.

Venomous Strike
Necromancy Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 action Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude (half) Spell Resistance: Yes Exactly like arcane poison except initial damage is 3d6 Constitution and secondary damage is 2d4 Constitution. Material Component: The head of a poisonous snake and a poisonous leaf.
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