New
Equipment
__________________________________________
Spellbooks
Author Thomas
Knauss
Series Dragonwing Games/Bastion Press
Publisher DWBP
Publish date 2002
Pages 65
ISBN none
OGL Section 15 i-q
Content Puller {$content}
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Despite all of the potent
magical items and devices accumulated during a wizards lifetime, the spellbook,
their unique collection of spells, remains their most prized possession. Not
only demonstrative of their personal power, spellbooks also reflect the individual
personality of their covetous owners. Appearing in a variety of shapes, sizes
and materials, spellbooks boldly proclaim their authors intentions and
ambitions. The stretched humanoid skin covering a necromancers foul smelling
spellbook offers a sharp contrast to a
gnome illusionists colorful leather bound collection of spells. Bindings,
page materials, varieties of ink and multitudes of different spells ensure that
no two spellbooks are exactly alike.
Scrolls, on the other hand,
do not betray their owners disposition as readily as a spellbook. Devoid
of an outside binding, scrolls instead reveal their authors demeanor through
their cases, small tubular devices used to store them. Carved from a variety
of diverse materials, individual spellcasters uniquely brand these storage containers
in a personalized manner ranging from an intricate monogram to a heraldic symbol.
Unlike spellbooks, scrolls
serve as a shared medium for a variety of different spellcasters, both arcane
and divine. Easier to create and far less expensive than similar permanent magic
items, scrolls provide an inexpensive and reliable alternative to rods, staffs
and wands. Among spellcasters, their low cost makes them more popular than potions,
however, the restrictive usage of scrolls precludes them from superseding potions
as a popular alternative among nonspellcasters.
Varieties of Scrolls
and Spellbooks
As written products, spellbooks
and scrolls share many of the same composite materials. Both require a writing
instrument as well as a suitable writing substance and medium. Although ink,
quill and paper are clearly the most widespread materials, a number of other
more exotic materials remain in use. A description of each material and the
costs and advantages of these materials follows. All additional costs are cumulative,
using the figures provided below as the basis.
Note: The special
benefits received from the various materials described apply to the items
saving throw against a variety of attack forms. The benefits do not apply to
the spellcaster except in the cases of humanoid blood ink and the vrock quill
pen.
Scrolls: As described
in the SRD, it costs 12.5 gp per level of the spell multiplied by the casters
level in order to create a scroll. A spell recorded in this manner occupies
only one page, regardless of the spells level. This presumes that the
caster is using vellum or high quality paper and black ink as the scrolls
composite materials. (Less expensive writing materials prove ineffective). Obviously,
some of the more expensive materials presented below substantially increase
the scrolls cost. Additionally, the cost of the scroll case is not included
in the computation. Sample scroll case materials are also described in greater
detail.
Spellbooks: As described
in the SRD, all spellbooks contain 100 pages. The initial cost for the wizards
spellbook includes the books cover, pages and a 25 gp fee for binding
the book. Transcribing spells into the spellbook, with the exception of free
spells gained upon acquiring an additional level, costs 100 gp per page, presuming
that the writer is using base materials such as a quill pen and black ink. Many
of the materials described below significantly add to the cost.
Unlike the SRD, each spell
takes up one page per level, therefore ten 1st-level spells uses ten pages,
six 2nd-level spells uses another twelve pages, etc. Clearly, a high level wizard
maintains more than one spellbook.
Cuneiform
Using a sharpened writing
instrument known as a stylus, the writer etches characters onto a soft clay
tablet or another pliable material such as wax, stone or metal. When the composite
material hardens, the impressions become permanent. Despite its permanency and
lack of ink, this form of writing is nearly extinct. Confined only to ancient
cultures and abandoned ruins, it proves too unwieldy for regular usage. Because
of its unruly size, only single spell scrolls appear in cuneiform. Cuneiform
is a lost art, confined only to antiquity.
Cost: N/A
Papyrus
In many cultures, papyrus
replaced cuneiform as the primary writing medium. Despite its ancient origins,
papyrus remains a popular but rather expensive material. Formed from the pith
of the papyrus plant, the entire process of moistening, pressing and drying
the plant material lasts about one week. Unlike cuneiform, writing on papyrus
coarse surface requires some type of ink. Because of its lack of durability,
papyrus is used largely for scrolls.
Cost: 6 sp per page
Drawbacks: Papyrus is extremely vulnerable to water. Any saving throws against
water based attacks receive a -2 circumstance penalty.
Parchment
In many cultures, parchment
replaced papyrus and remains the most popular choice for scrolls and spellbooks.
Parchment is created from the specially treated and untanned skins of sheep,
calves and goats. The parchment maker thoroughly cleans the skin, removing all
hair and other debris before rubbing it with powdered pumice. A more expensive
form of parchment known as vellum is crafted from the skins of
younger animals, producing a smoother and finer finished product.
Parchment cost: 2 sp
Vellum: 5 sp per page
Advantage: Vellums fine surface reduces the time required to write scrolls
and spellbooks by 10%.
Paper
Although a fairly new material,
papers popularity continues to soar, ensuring its future position as the
most popular writing material. Slightly more expensive than parchment, but with
more abundant source materials, paper is the most popular medium among young
spellcasters. Formed from any number of fibrous materials such as straw, leaves
or rags, paper is produced in a manner very similar to papyrus in that it is
moistened, pressed and then dried. Paper enjoys the most popularity in large,
cosmopolitan cities.
Cost: 4 sp per page
Book Covers
Book covers are crafted
from a variety of diverse materials, however wood remains the most widespread
material. Often covered in wax or bound in leather, wooden book covers prove
exceptionally durable and highly affordable. Metallic book covers, especially
those comprised of precious metals, are usually reserved for important religious
books or the spellbooks of wealthy wizards. A good portion of the books in circulation
is also adorned with other materials such as inexpensive gemstones and flecks
of gold or silver.
Wood: Although durable,
untreated wooden book covers are extremely rare. Pine and oak are the most popular
varieties.
Treated Wood: Leather
bound books easily outnumber the combined total of the remaining varieties.
Although equal in durability and function, the less fashionable wax treated
covers remain largely confined to aristocratic spellcasters and politicians.
Metallic: Bronze
and copper appear most often as metallic book covers. Many contain an assortment
of intricate carvings and symbols that may drastically increase the price of
these covers. Silver: Often adorned with a variety of pastoral scenes, elf wizards
treasure these spellbooks above all others. Silver offers the lustrous beauty
of its more expensive counterparts without the weight or the prohibitive cost.
Gold: Avaricious
human wizards prize their golden spellbooks, meticulously polishing and cleaning
the shining covers. Purchased largely as an exhibition of conspicuous spending,
golden spellbooks brazenly proclaim their owners arrogance or tremendous
wealth.
Adamantine: Despite
not being the most attractive material, adamantine provides durability unmatched
by any of its counterparts. Regardless of the hefty cost, a number of extremely
powerful spellcasters exclusively purchase adamantine spellbook covers in order
to store their most potent spells.
Material | Cost | Weight
|
Special |
Wood | 5 gp | 3 lb. | -2 circumstance
penalty on all saves against water and fire based attacks |
Wood sealed
with wax or leather |
10 gp | 4 lb. | None |
Metallic
|
20 gp | 8 lb. | +2 circumstance
bonus on all saves against fire based attacks, -2 against electrical attacks |
Silver
|
30 gp | 6 lb. | +2 circumstance
bonus on all saves against cold and fire based attacks |
Gold | 300 gp
|
10 lb.
|
+2 circumstance
bonus on all saving throws |
adamantine
|
1,000gp
|
10 lb.
|
+4 circumstance
bonus on all saving throws |
Gemstones
|
* | None |
* Add the value of the
gemstones directly to the base cost of the spellbook.
Scroll Cases
These hollow cylindrical
tubes are often carved from ivory, bone, wood, metal and even glass. Although
relatively fragile, their primary purpose is to protect their contents from
water and air, rather than attacks. Regardless of the material, almost all scroll
cases weigh no more than 1 pound.
Wood: Inexpensive
and rather plain, wood is only used for zero and 1st level spells.
Leather: Leather
scroll cases are actually wooden scroll cases covered with leather. Despite
their affordability, few spellcasters, other than druids, use this variety.
Bone or Ivory: Easily
the most prevalent material, the hollowed tubes of bone and ivory make excellent
choices for scroll cases. Extremely durable, fairly abundant and easily manipulated,
they offer outstanding value for the price.
Metallic: Bronze,
copper, tin and iron are the most common metals used to manufacture scroll cases.
Despite their durability, the expertise required to forge them drastically reduces
their prevalence within the mystical community.
Jade: Spectacularly
beautiful and exceptionally hardy, jades cost is the only factor prohibiting
its widespread usage. Only exceptionally wealthy sorcerers and wizards use jade
on a regular basis.
Scroll
Case Materials |
Cost | Special |
Wood | 1 gp | -2 circumstance
penalty against all water and fire based attacks |
Leather
|
2 gp | None |
Bone or
Ivory |
5 gp | +1 circumstance
bonus against fire based attacks |
Metallic
|
20 gp | +1 circumstance
bonus against fire based attacks, +2 circumstance bonus against cold based attacks |
Jade | 50 gp | +2 circumstance
bonus against all attack forms |
Ink
The number of different
recipes for ink is countless, ranging from exotic materials such as the black
ink secreted by octopi to humanoid blood. However, most inks are formulated
with lampblack, water and a gum or glue. Ink proves extremely durable, rarely
fading or peeling despite the passage of time.
Black ink: At any
given time, hundreds of different ink recipes enjoy widespread usage. However,
all inks contain the same base ingredients previously mentioned. Any color other
than black requires a special dye, doubling the inks cost without any
additional benefit.
Octopus ink: The
actual ink from an octopus or squid only accounts for a small quantity of the
ingredients in this unusual concoction, yet despite its trace amount, the benefits
are unmistakable. Naturally, this variety of ink enjoys the most popularity
in coastal areas and port cities.
Invisible ink: Although
invisible to the naked eye, this cobalt chloride solution becomes visible when
the page is heated. It disappears again when the page cools.
Stained blood: The
blood of sheep, goats, and cattle usually comprise this inks main ingredient,
although some brewers use the blood of game animals. Despite its grisly overtones,
its usage is not restricted to evil spellcasters. Contrary to popular belief,
the ink appears maroon or brown in color rather than red.
Stained humanoid blood:
Exclusively used by evil necromancers, clerics with access to death or destruction
spells and evil non-humanoids, this grisly liquid actually bears a bright reddish
tint. Unlike its less expensive cousin, its usage is strictly confined to evil
spellcasters. The ink also has a fairly short shelf life, roughly one month
before it coagulates and becomes unusable. This unfortunate side effect ensures
the continual demand for this precious commodity among its nefarious constituents.
Ink Type Additional Cost
per Page Special
Black ink None None
Octopus ink 10 gp +2 circumstance bonus against fire based attacks
Invisible ink 15 gp Invisible to the naked eye
Stained blood 25 gp +2 circumstance bonus against fire and water based attacks
Stained humanoid blood 50 gp +1 caster level to all necromancy spells as well
as the benefits of stained blood
Pens
The two most common types
of pen are the reed pen and the quill pen. Sharpened reed pens are used exclusively
on papyrus, while broader, flat reed pens are used on parchment and vellum.
Quill pens, made from the hardened and sharpened feathers of birds such as geese
and swallows, are best suited for parchment, vellum and paper. All pens must
be dipped in ink prior to their usage.
Reed Pen: Reed pens
come in two textures, a sharp pen used for papyrus and a broad, flat pen used
for writing on parchment and vellum. Reed pens cannot write on paper though.
Quill Pen: Geese,
swallows and turkeys are the most common feathers used in the manufacture of
quill pens. The quill pens are often heated in order to harden them before they
are sharpened. Quill pens work extremely well on all surfaces except for papyrus.
Giant Eagle Quill Pen:
Commonly found among primitive, nomadic cultures, these pens also serve
as status symbols among privileged spellcasters. The pen offers little value
other than its majestic appearance.
Owlbear Quill Pen: One
of the most unusual writing instruments, this large pen may also be used as
a weapon. However, it remains largely a novelty item among fanciful spellcasters.
Vrock Quill Pen:
Incredibly rare and highly treasured, many intrepid spellcasters met their untimely
demise attempting to secure these exotic writing implements. A small, but burgeoning
black market exists for the elusive pens, however, the available quantities
are insufficient to meet the increasing demand. The few pens in existence are
reputed to be extremely coarse and malodorous, yet the disadvantages pale in
comparison to its potency.
Material Cost Special
Reed Pen 5 sp None (Cannot be used with paper)
Quill Pen 1 gp None
Giant Eagle Quill Pen 10 gp Ink receives a +1 circumstance bonus against water
based attacks.
Owlbear Quill Pen 50 gp Can be used as a tiny, piercing weapon inflicting 1d3
hp of damage. It is treated as an exotic weapon for proficiency purposes.
Vrock Quill Pen 1,000 gp Increases the difficulty class against transcribed
spells and scrolls by one. Its fragility prevents it from writing more than
ten pages.
Exotic Items
In addition to the traditional
materials, any number of exotic items can be purchased in the largest cities.
These items include colored inks, humanoid parchment paper, and monstrous quills.
Few of these items have special properties, but provide a valuable insight into
the purchasers mindset. The GM should adjudicate the acquisition and uses
of these materials very carefully.
Safeguarding Spellbooks
Like any other prized possession,
wizards go to exceptional lengths to protect the integrity of their spellbooks
against natural and magical hazards as well as theft. Some of the aforementioned
materials provide additional protection against a variety of different attack
forms; however, none of those measures prevents the violation of their spellbook
by an unwelcome reader. Wizards continually devise new strategies to combat
such intrusions ranging from the use of mechanical locks to potent protection
spells.
Only a handful of foolish
wizards leave their spellbooks in plain sight, the majority conceal their books
within secret panels or magically alter their appearance. Despite the effectiveness
of many of these methods, wizards continually research new and innovative means
of safeguarding their spellbooks.
Mechanical Devices
Less costly but also less
effective than magical wards, novice spellcasters usually opt for mechanical
devices as the primary means of protecting their spellbooks. Although a wide
assortment of variations is available, all of these systems operate on a lock
and key premise. The cost depends entirely upon the materials used to secure
the book as well as the locks complexity. A simple device utilizing steel
wires and an average lock costs no more than 20 gp, while a secure adamantine
box with an intricate combination lock can run more than 2,000gp. The subsequent
charts describe the costs and statistics of the various mechanical systems available.
All costs are separate and cumulative. For example a wizard securing her spellbook
with an average key lock and two steel clamps must spend 145 gp.
Base Cost: 10 gp
Steel wires/iron bands:
A pair of metallic wires with looped endings encircle the book. The wires
endings are attached into the locked mechanism, securing the book. This type
of device can only be used with a key lock.
Sturdy wooden box: Oak
and pine are the most common wood, although more exotic wood such as sandalwood
and teakwood are also used. Hinged from the inside, the lock is built into the
box connecting the top and bottom portions. Intricate carvings and inlaid gemstones
adorn many of these items.
Steel clamp: A total of
four steel clamps can secure the book, however most wizards opt for only two.
The clamps operate much like a vise grip, securing the books corners.
Because of their relatively small size, nothing less than a sturdy combination
lock works properly.
Iron box: Less decorative
but much stronger than the wooden box, iron boxes afford a relatively inexpensive
alternative to steel clamps. Like their wooden counterparts, iron boxes are
hinged from the inside, and the lock is built into the front of the box, connecting
the top and bottom portion.
adamantine bands: These
bands function in a manner identical to the steel and iron bands, although a
key or combination lock may be used to secure the bands.
adamantine clamp: This
device follows the rules for the steel clamp.
adamantine box: The most
secure mechanical safeguard, these rare and highly treasured boxes are masterfully
crafted, preventing water and even air from escaping or entering between its
seams. Custom made interior hinges connect the top and bottom portion. Although
any lock can be used in conjunction with this device, most boxes possess at
least an expertly crafted key lock.
Magical Wards
Although usually more time
consuming than mechanical devices, higher level spellcasters preferentially
protect their spellbooks with an assortment of spells and magical wards. Many
of these spells such as explosive
runes, secret page, and sepia snake sigil
enjoy a great deal of popularity with spellcasters. However, some spellcasters
realize that the proliferation of these protective spells detracts from their
effective usage. Rogues and rival spellcasters, aware of these spells
devastating consequences, continually devise new methods of detecting and circumventing
them. For that reason, a growing number of powerful
wizards conduct clandestine magical research searching for alternative magical
wards to protect their precious spellbooks. Despite their best efforts at secrecy,
most spells eventually circulate among the wizard population.
Common Spells
Regardless of the aforementioned
drawbacks, the traditional collection of protection spells continues to enjoy
widespread popularity. They fall into two general categories, passive and active
wards. Passive spells include Illusory
Script and secret page. They afford protection
through illusion or trickery, concealing the spell books actual nature
by donning the guise of a mundane book or other written work. Unlike their active
counterparts, passive spells generally do not harm the warded spellbook or the
trespasser. However, once bypassed by an authorized reader, they allow unfettered
access to the spellbook.
Active spells, on the other
hand, prevent access by injuring or perhaps killing any unwanted intruders.
Included in this list are explosive
runes, fire trap and sepia snake sigil.
They prevent theft through violent force, regardless of the potential destructive
consequences to the protected item. Active spells unleash energy in a variety
of forms ranging from fiery explosions to conjured guardians. In contrast to
passive spells, they often embody the spiteful and vindictive nature of their
casters.
Manuals
Bücherschrank mit angekettetem Buch aus der Bibliothek von Cesena Press
with chained book in the Library of Cesena, Italy
Author Thomas
Knauss
Series Dragonwing Games/Bastion Press
Publisher DWBP
Publish date 2002
Pages 65
ISBN none
OGL Section 15 i-q
Content Puller {$content}
Netbook
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The material
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In simplest terms, manuals
are instructive guidebooks imparting insight to enlightened readers. Some manuals
provide insight through magical means, however most manuals possess no magical
properties. In these instances, the reader acquires additional knowledge from
the painstaking dissection of the manuals theories, statements and ideas.
Although not as costly as their mystical counterparts, a number of rare, coveted
manuals still command a steep price on the open market. Because of their hefty
cost, most owners treasure these costly books, preventing their widespread circulation
while maintaining their value. In the case of the most valuable manuals, fewer
than five copies exist at any given time. Fearful that transcription would result
in theft and proliferation of the manuals secrets they are rarely duplicated.
Although many owners realize the monetary value of these prized treasures, many
do not possess the intellect to properly unravel their secrets. Unlike magical
books, simply reading the manual fails to bestow its true meaning and abilities.
Close scrutiny, dedication and a sharp intellect are the only tools capable
of unlocking their hidden Wisdom and knowledge. Discovering the manual is only
the first step in a journey to comprehending its mystery.
Understanding the Manual
As previously discussed,
understanding the manual is not just a matter of reading it and instantly absorbing
its content. Every manual possesses a difficulty class, just like skill checks
and saving throws. The manuals difficulty class represents its subject
matters complexity and nuance of language. Characters must read the manual
without interruption and never receive more than one attempt to comprehend its
meaning. A character can read a number of pages per day equal to double her
Intelligence score; hence a wizard with a 20 Intelligence reads 40 pages per
day. A modified Intelligence check equaling or exceeding the manuals difficulty
class bestows its benefits upon the character. In many instances, other factors
such as language, authorship and a few feats also significantly affect the correct
interpretation of the manual. Their impact is discussed under individual headings.
Language
Language always presents
the first barrier to comprehending the manual. Few manuals are written in the
common tongue, and translation often loses much of the authors original
intent. Penned by a variety of different races and beings throughout the epochs
of time, ancient and obscure dialects and languages appear frequently. The following
chart provides the additional modifiers.
Languages Effect
on Manuals |
DC |
The reader is literate
in the manuals language. |
+0 |
The manual is written
in an ancient form or obscure dialect of a language that the reader understands. |
+2 |
The manual has been
translated into a language and alphabet that the reader understands. |
+4 |
The manual is written
in an alphabet, but a different language, than the reader understands. |
+8* |
The manual has been
translated into an alphabet, but a different language, than the reader understands |
+12* |
The manual is written
in a different alphabet and different language than the reader understands. |
N/A** |
* A character with the
Philologist feat reduces the difficulty class by four. Therefore, the -8 modifier
becomes a -4 modifier and the -12 modifier becomes a -8 modifier.
** The character has no
chance of understanding this manual.
Authorship
The authors race
and ethos also dramatically impact upon a characters ability to comprehend
the manuals message and purpose. Concepts and philosophies espoused by
one race of beings may be completely alien to another. In addition, the authors
alignment also impacts the readers interpretation of her message. A rambling,
disorganized and sadistic manual penned by a chaotic evil wizard offends and
confounds a lawful good wizard attempting to decipher its convoluted meaning.
To reflect these cultural and ethical differences, the following charts provide
the modifiers to the manuals DC.
Cultural Modifiers
to the Manuals |
DC |
Reader and author
are of the same race |
+0 |
Reader and author
share some racial heritage. |
+1 |
Reader and author
are of different races but the same creature type. |
+2 |
Reader and author
are different creature types. |
+8 |
For example, a Neutral
Good human with a 16 Intelligence and literate in Elven attempts to read a sixtyfour
page manual written by a Lawful Good elf in an ancient form of Elven. The manuals
DC is 16. The manuals modified difficulty class is computed by referring
to the preceding charts. Although the reader is fluent in Elven, the manuals
ancient form of Elven causes some difficulties, increasing the manuals
DC by +2 for a total of 18. Because the author and reader are of different races,
but the same creature type, the manuals difficulty class again increases
by +2 generating a new DC of 20. Finally, their differing alignments add an
additional +1 modifier to the DC resulting in a final modified total of 21.
The character must make a successful Intelligence check against this difficulty class
if she wants to gain the benefits of this manual. With an Intelligence modifier of +3,
she must roll an 18 or higher to succeed. If she possessed the Comprehend Writing
feat, she adds an additional +4 to her die roll. She needs two days to read
the manual because she reads thirty-two pages per day. (Intelligence 16 x 2 = 32).
Alignment Modifiers
to the Manuals DC
Authors Alignment
LG |
NG | CG | LN | N | CN | LE | NE | CE | |
LG | +0 | +1 | +2 | +1 | +2 | +3 | +2 | +3 | +4 |
NG | +1 | +0 | +1 | +2 | +1 | +2 | +3 | +2 | +3 |
CG
|
+2
|
+1
|
+0
|
+3 |
+2 |
+1 |
+4 |
+3 |
+2 |
LN
|
+1
|
+2
|
+3 |
+0 |
+1 |
+2 |
+1
|
+2 |
+3 |
N | +2 | +1 | +2 | +1 | +0 | +1 | +2 | +1 | +2 |
CN | +3 | +2 | +1 | +2 | +1 | +0 | +3 | +2 | +1 |
LE | +2 | +3 | +4 | +1 | +2 | +3 | +0 | +1 | +2 |
NE | +3 | +2 | +3 | +2 | +1 | +2 | +1 | +0 | +1 |
CE
|
+4 |
+3 |
+2
|
+3 |
+2 |
+1
|
+2 |
+1 |
+0 |
Benefits
Any benefits bestowed from
the comprehension of a manual are permanent, provided that the manual remains
in the readers possession. If the recipient loses access to the manual,
the character also loses the benefits thirty days afterward. Once the abilities
vanish, they can only be restored if the reader again acquires and rereads the
manual. This does not necessitate an additional comprehension check. Bonuses
gained to AC, attacks, checks and saves are considered insight bonuses. They
function as extraordinary abilities rather than spell-like or supernatural abilities.
Misinterpretation
All written works are subject
to misinterpretation, and manuals are not an exception. Any character failing
her Intelligence check by a number greater than ten misunderstands the manuals
message. The character must make a successful Will save against the manuals
unmodified DC; otherwise she suffers the consequences of misinterpretation.
(The exact consequences are described under each manual.) Furthermore, if she
rolls a critical failure of her Will save, she subjects herself to the effects
of a gross misinterpretation in addition to the effects of misinterpretation,
(also described under the manual.) Spells that cure mental conditions remove
the effects.
Using the previous example
as a basis, if the human wizard rolled a 4 on her Intelligence check, she
subjects herself to the perils of misinterpretation because her total, 7
[4 (her roll) + 3 (her Intelligence modifier)] is fourteen less than the manuals
DC. To prevent misinterpretation, her Will save must equal or exceed 16,
the manuals original DC.
Format
All manuals appear in the
following format.
Title
Author: Name, race, alignment
Language: Language, alphabet
DC: Difficulty class
Length: Pages
Background: This
section provides information about the manuals author as well as its general
purpose and meaning.
Benefit: This section describes the benefits received from correcting
interpreting its meaning. Misinterpretation: This section discusses the perils
of misinterpreting the manuals meaning. The misunderstanding of some manuals,
however, has no ill effects.
Gross Misinterpretation: This section describes the consequences of gross
error.
Market Value: The manuals monetary fair market value.
Athletica
Author: Phyllamus
the Mighty/human/CN
Language: Ancient Common/Common
DC: 16
Pages: 154
Background: Roughly
half of this strength training manual consists of primitive sketches and crude
diagrams describing exercises prescribed by the manuals author, one of
the greatest wrestlers in recorded history. A master of his craft, but not exactly
the brightest individual, Phyllamus manual enjoys its popularity because of
its simplicity and handiness. Gladiatorial schools, military camps and wrestling
schools occasionally obtain a rare and coveted copy. At the present time, approximately
one hundred copies remain in circulation.
Benefits: The character receives a +2 insight bonus on all Climb,
Jump and Swim skill checks. Misinterpretation:
The character loses 9 xp.
Gross Misinterpretation: The character receives a -1 insight penalty
to the aforementioned skill checks.
Market Value: 274 gp
The Chronicles of Frazzemor
Author: Frazzemor/elf/NG
Language: Elven/Elven
DC: 18
Pages: 334
Background: This
autobiography of the elf wizard, Frazzemor, chronicles his life long struggle
against the drow. The manual serves as the basis for much of the surface worlds
knowledge of drow culture, magic, physiology and religion. Meticulously documented
and researched, Frazzemor devotes nearly his entire life story to the study
of his underworld cousins, only sparingly mentioning his family background.
Only six copies of this manual are rumored to exist, drow agents destroyed the
rest, hoping to preserve their secrets.
Benefits: The reader receives a +2 insight bonus to all attack rolls
and saving throws against the drow.
Misinterpretation: The character loses 80 xp.
Gross Misinterpretation: Whenever she encounters the drow, she suffers
a -1 insight penalty to all attack rolls and saving throws.
Market Value: 2,316 gp
Doctor Kirvowskis
Fables and Legends
Author: Milos Kirvowski/human/CG
Language: Common/Common
DC: 18
Pages: 370
Background: Written when
he was only twentyfour years old, Doctor Kirvowskis collection of folklore
still spellbinds its readers. Currently sixtythree years old, Doctor Kirvowski
rarely discusses the work that showered him with accolades as well as misfortune.
Hailed by his university as the foremost study of the undead,
the unsuspecting author became the unlikely target of several kidnapping and
murder plots concocted by covetous necromancers and evil clerics.
Frightened by the unwelcome attention, the young doctor fled the university,
disappearing from public view for more than thirty years. He recently emerged
from hiding, but remains unwilling to discuss his research about the living
dead. To the best of anyones knowledge, approximately twenty copies of
the manual exist, although rumors claim that Doctor Kirvowski himself owns at
least a dozen of them.
Benefits: The character receives a +1 insight bonus on AC and all attack
rolls against the undead. The manual
also provides a +2 insight bonus to all Knowledge (undead) checks.
Misinterpretation: The character loses 83 xp.
Gross Misinterpretation: The character loses 208 xp.
Market Value: 2,384 gp
The Heart of Hell
Author: Egrod de
Muurdorg/human/LN
Language: Ancient Common/Common
DC: 24
Pages: 598
Background: The
most comprehensive study of Hell ever written, bar none. Egrod examines and
speculates about the origins of Hell, its political hierarchy, its inhabitants
and its ultimate goals. Written in a scholarly and unbiased format, the manual
reserves judgment on the planes wretched creatures and their practices.
Nearly ninety years old at the time of its completion, Egrod devoted fifty years
of his life to the manual. Because of the terrifying consequences unleashed
by misinterpretation, only a few well-guarded copies exist today.
Benefits: The character receives a +2 insight bonus to AC, attack rolls
and saving throws against devils.
Misinterpretation: The character immediately loses 120 xp.
Gross Misinterpretation: The character moves one alignment step closer
to Lawful Evil. (The character moves toward evil before law.)
Market Value: 3,522 gp
History of the Orcish
Kingdoms
Author: Lubboch
the Miserable/orc/LE
Language: Orcish/Dwarven
DC: 13
Pages: 185
Background: Despite this
historys extremely selective viewpoint, (all orcish defeats are omitted),
it still proves a valuable resource. Clearly the most successful orcish attempt
at scholastic research, Lubboch breathes more life into the historys major
players than any other orcish chronicler. He even grudgingly praises dwarves
and humans, although he still mocks elves at every opportunity. The books
elf skin cover, however, reinforces Lubbochs inherent racial prejudice
in addition to shocking unsuspecting handlers of the manual. Approximately twelve
copies are currently in circulation.
Benefits: The character receives a +1 insight bonus to AC and attack
rolls against orcs.
Misinterpretation: The character loses 20 xp.
Gross Misinterpretation:The character loses another 50 xp.
Market Value: 599 gp
Innards of Toxins
Author: Barsabborum/half-orc/NE
Language: Orcish/Dwarven
DC: 17
Pages: 135
Background: Despite
its authors lack of formal education, Barsabborums remarkably scientific
study of poisons and toxins remains the foremost authority on the subject. Barsabborum,
a greatly feared assassin during his lifetime, discusses the ingredients and
effects of poisons in addition to the pros and cons of their actual usage. Many
thieves guilds actively seek his infamous manual, hoping to unlock its
secrets for their own deadly plots. Fortunately for their potential victims,
only fourteen copies remain in existence.
Benefits: The character receives a +2 insight bonus on all saving throws
against poison. The character never accidentally poisons herself.
Misinterpretation: The character loses 40 xp.
Gross Misinterpretation: The character receives a -1 insight penalty
on all saving throws against poison.
Market Value: 1,150 gp
The Monarch
Author: Ciolino Chevalli/human/N
Language: Common/Common
DC: 18
Pages: 122
Background: Prized by politicians,
Ciolinos guidebook to maintaining political power occupies a permanent
place on the mantles of many kings and nobility. An admired aficionado of chess,
Ciolino refers to the game throughout his treatise. The masses,
he states, are pawns directed by the king. Show them the path to glory,
and their loyalty is yours. Forsake them and risk your undoing. Despite
his obvious intellect, Ciolino always remained on the fringes of his kings
inner circle. Because of its popular content, his manual is fairly common.
Benefits: The character receives a +4 insight bonus to her Diplomacy skill.
Misinterpretation: The character loses 12 xp.
Gross Misinterpretation: The character receives a -2 insight penalty to her
Diplomacy skill.
Market Value: 367 gp
Possession of the Soul
Author: Vnnarzii/tiefling/CE
Language: Abyssal/Infernal
DC: 22
Pages: 204
Background: Chilling
and unsettling, Vnnarzii, a tiefling wizard with demonic heritage describes
the horrific ordeal of demonic possession. Using blood-curdling imagery, Vnnarzii
expresses the sorrow and terror experienced by the victim as she succumbs to
the incomprehensible evil overwhelming her. Vnnarzii writes, With every
contorted palpitation of her withering heart, the masters baneful, dark
influence coursed through her veins like a plague of ravenous locusts devouring
a field of grain. His infectious, festering evil coldly embraced her enslaved
body and banished her terrified mind to its darkest recesses. Only six
copies of this diabolical manual remain in existence.
Benefits: The character receives a +4 insight bonus on all saving throws
against demons. Misinterpretation: The character immediately loses 160 xp.
Gross Misinterpretation: The character receives a -2 insight penalty
on all saving throws against demons.
Market Value: 4,360 gp
Recollections of a Dwarven
Gladiator
Author: Grock Oresmasher/dwarf/NE
Language: Dwarven/Dwarven
DC: 15
Pages: 118
Background: Grock,
a gladiator for seven years, fondly recalls his combats in the arena. Gory and
unspeakably graphic in its violent details, Grock recalls his fiercest battles
and most challenging opponents. Grock emphasizes throughout the manual that
he attributed his success to his uncanny ability to Intimidate his opponent.
A frightened adversary, he writes, already has one foot in
the grave. The most illustrious gladiatorial training schools usually
maintain at least one copy of the manual, making it one of the more common manuals
in circulation.
Benefits: The character receives a +2 insight bonus to her Intimidation
skill and a +2 insight bonus to her Bluff skill.
Misinterpretation: The character loses 6 xp.
Gross Misinterpretation: The character receives a -1 insight penalty
to her Intimidation and Bluff skill checks.
Market Value: 190 gp
Unity of Mind and Body
Author: Tsau Huang/human/N
Language: Ancient common/common
DC: 16
Pages: 236
Background: Tsau
Huang, the founder of the Mang Quei monastery, completed this legendary martial
arts masterpiece nearly six hundred years ago, just prior to his eightieth birthday.
Racked by crippling arthritis and practically blind, Tsau Huangs son,
Su Huang, transcribed his fathers words and drew the manuals numerous
illustrations. Scholars consider it one of the monastic systems greatest
contributions, a
wondrous amalgamation of the virtues of physical prowess and spiritual balance.
Only eight copies of the manual survive today, six of which are held in the
libraries of renowned monasteries.
Benefits: The characters AC and all unarmed attack rolls receive
a +1 insight bonus.
Misinterpretation: The character loses 50 xp.
Gross Misinterpretation: The character loses another 125 xp.
Market Value: 1,418 gp
The Wellspring of Magic
Author: Tiorro the
Wise/half-elf/NG
Language: Elven/Elven
DC: 25
Pages: 1,435
Background: Tiorro,
the quintessential wizard of his day, spent one hundred and sixteen years studying
and research this all encompassing work on arcane studies. The manual describes
seven different theories regarding the origins and proliferation of magic as
well as its practitioners. Teeming with mind boggling mathematical computations
and esoteric philosophies, the manual proves a difficult read for even the sharpest
minds. Nevertheless, its tremendous benefits continually appreciate its value.
Four copies are known to exist at the present time.
Benefits: The reader receives a +2 insight bonus to all saving throws
against arcane spells as well as a +2 insight bonus on all Scry andSpellcraft
checks.
Misinterpretation: The character loses 166 xp.
Gross Misinterpretation: The character receives a -1 insight penalty
against arcane spells and a -1 insight penalty on all Scry and Spellcraft
checks.
Market Value: 4,791 gp
Writing
Manuals
Author Thomas Knauss
Series Dragonwing Games/Bastion Press
Publisher DWBP
Publish date 2002
Pages 65
ISBN none
OGL Section 15 i-q
Content Puller {$content}
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Over time, characters accumulate
enough ability and knowledge to write manuals themselves. Endeavoring to share
their experience with others, they begin the arduous task of authoring a manual.
To begin the process, characters must fulfill the following prerequisites.
Intelligence 15+
Knowledge (8 ranks in any specific discipline)
Write Manual feat
After meeting these requirements,
the author selects a specific topic within her area of expertise and begins
researching the manual. Research lasts for as little as one week or as long
as fifty years. Characters allot research time in increments of one week and
must state the length of their research time prior to beginning the manual.
Once completing these preliminaries, the character begins authoring her manual.
The character spends an
equal amount of time writing the manual as she spends researching the manual.
Each week the character writes a number of pages equal to the following formula.
[(Ranks in Knowledge skill) + (Intelligence modifier)] x (Constitution modifier) + (her Intelligence modifier
again).
For example, an 11th level
wizard with a 17 Intelligence, 15 Constitution and fourteen ranks in Knowledge (undead) decides
to spend two weeks researching and two weeks writing her manual about slaying
vampires. She produces thirty-seven pages per week. [14 (her ranks in Knowledge)
+ 3 (her Intelligence modifier) = 17. 17 x 2 (her Constitution modifier) = 34 + 3 (her Intelligence modifier)
= 37.]
Cost: After determining
the length of her manual, the character then pays for its costs using the materials
and figures provided in the Scrolls and Spellbooks chapter. In addition, the
manual also costs the character a number of gold pieces equal to the points
generated by the following calculation as well as half that amount in experience
points. This value represents the cost of research, lost income and living expenses.
Using the following computation as an example, the character must spend 404
gp and 202 xp in addition to the manuals material costs. The sum of the
manuals material costs and secondary costs, (research, lost income etc.)
determines its market value.
Characters determine the
abilities bestowed by the manual using the following computations. [(Ranks in
Knowledge skill + ranks in Profession (any writing) skill) x Intelligence modifier squared
+ (the number of weeks spent researching the manual squared)] x 2.
Using the preceding example
except adding 8 ranks of Profession (poet) yields a total of 404. [14 (her ranks
in Knowledge (undead) + 8 (her ranks in Profession (poet) = 22. 22 x 9 (her
Intelligence modifier of 3 squared) = 198. 198 + 4 (number of weeks spent researching
the manual squared) = 202. 202 x 2 = 404. With her 404 points, the manuals
author purchases any combination of the following insight bonuses.
Any points not spent are
lost. Although a character may spend an unlimited amount of time researching
her manual, any research time exceeding her Intelligence score is omitted from the calculation.
Using the preceding example as a guide, if the wizard spent fifty weeks researching
her manual, her points are calculated as if she spent seventeen weeks because
the weeks of effective research exceeding her Intelligence score are not counted.
Difficulty Class:
The manuals difficulty class is equal to 10 + the authors ranks
in the Knowledge skill minus her Intelligence modifier. Using the preceding example,
the manuals DC is 21. [10 + 14 (her ranks in Knowledge (undead) – 3 (her
Intelligence modifier) = 21]. The author automatically understands her own manual.
Misinterpretation:
Characters lose a number of experience points equal to the points spent divided
by 25.
Gross Misinterpretation:
Characters lose additional experience points equal to the points spent divided
by 10 or receive an insight penalty equal to half the insight bonus received
for successfully understanding the manual.
Point Cost
Type of
Bonus |
+1 | +2 | +3 | +4 |
Skill
Bonus |
20 | 80 | 180 | 320 |
Limited
Saving Throw Bonus * |
250 | 1,000 | 2,250
|
4,000 |
General
Saving Throw Bonus |
1,000 | 4,000 | 9,000
|
16,000 |
Limited
AC Bonus * |
250 | 1,000
|
2,250
|
4,000 |
General
AC Bonus |
1,000 | 4,000 | 9,000
|
16,000 |
Limited
Attack Bonus * |
250 | 1,000
|
2,250 | 4,000 |
General
Attack Bonus |
1,000 | 4,000
|
9,000 | 16,000 |
* To qualify as a limited
bonus, the character only receives the bonus against one creature. Otherwise,
the bonus falls into the general category. For instance, a +1 insight bonus
to attack rolls against demons is considered a limited attack bonus. A +1 insight
bonus to attack rolls against outsiders is considered a general attack bonus.
Special
and Superior Items
The Quintessential
Paladin
Author Alejandro Melchor
Series Quintessential Series
Publisher Mongoose
Publishing
Publish date 2002
Pages 128
ISBN 1-903980-79-8
OGL Section 15 qpal
Content Puller {$content}
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Reliquaries
While battle rages on, paladins have little time to rummage around their pouches
for a magical item, which is why they invented reliquaries, special containers
custom-made for relics of religious importance, or for magical items. A reliquary
is specially blessed to allow anyone holding it to use the properties of the
magic item contained within at will, bypassing some methods of activation.
Making a blessed reliquary
requires a divine caster with the Craft Wondrous Item feat. If it was sold,
a reliquary would have a market price of 10,000 gp plus the cost of the item.
The most important feature of a reliquary is that it does not fill a limited
space for magic items, regardless of the form it takes. A medallion reliquary
could still be worn next to a magical pendant, and a reliquary pouch could hang
from a magic belt with no problem whatsoever.
The second great advantage
of a reliquary is that, depending on the form it takes, it help its wielder
activate the powers of a magic item by willing it so (this still takes the normal
activation time of the item), and channelling its power through the reliquary,
as long as the reliquary is in contact with the wielder (although shrine reliquaries
have a special property that bypasses this). Items with a constant effect do
not benefit much from being stored in a reliquary, as they are not active unless
commanded, which may be too late to be useful in an ambush.
A reliquary must be crafted
to fit a specific kind of magic item and cannot hold any other. A reliquary
made for rings cannot fit a potion, for example. Reliquaries made for rings
and potions can fit any ring or potion, but those made for rods, wands and wondrous
items can only fit that specific item due to the uniqueness of its shape. Potions
are poured inside a reliquary and the contents evaporate when their power is
invoked, as if the reliquarys wielder had imbibed the potion from a flask
or vial. Arms and armour, staves and certain wondrous items can only be placed
in a shrine reliquary.
A reliquary can take a
number of shapes and forms, but none of them are unassuming. They are finely
crafted items with rich ornaments or at least the symbol of a religion. In most
cases when a reliquary is found as part of a treasure, it holds the magical
item it was made to safe keep, but seldom any indication that it is more than
a simple container.
Medallions: Reliquary
medallions are slightly larger than normal, sometimes as big as the palm of
an adult human. The face opens to reveal the compartment within, and it is carved
with images both relating to the religion that made it and the function of the
item it was made to contain.
Sword Pommels: paladins
prize this form of reliquary the most, as it allows them to use the magic item
while fighting without distracting their attention from their opponent. Pommels
cannot be larger than a closed fist without unbalancing the weapon.
Rings: Reliquary
rings are larger than common rings, for they must have space for the magic item,
which is often a gem. This is the smallest kind of reliquary.
Pouch: The size
of a spell component pouch, it is more a box that can be strapped to a belt
than a normal pouch. The lid is secured with locks and ribbons, and is the largest
of the portable reliquaries, able to hold the smaller varieties of rods and
wands.
Shrines: From small
altars to entire buildings, shrines are an exception to the rule when it comes
to reliquary-making. With a special ceremony that involves an entire night of
praying and intercession from the deity that sponsored the shrines building,
a divine caster (and only a divine caster) is keyed to the shrine to act as
its champion and guardian. This champion can invoke the power of the enshrined
magical item as a spell-like ability from any location within one mile per divine
class level. Only one person can be keyed to the reliquary, and the position
can only be passed on voluntarily. If the champion dies, a new one must be selected,
who then must undergo the ceremony.
Tokens
Arnold Böcklin (18271901) Title: Der Abenteuerer Date1882
Tokens are priceless items
in more ways than one. For one, they can be anything; from a lump of rock to
a princesss scarf of finest silk. The true power of the token does not
lie in its material value, but in what it represents for its owner. Only paladins
have the faith and conviction to create tokens, which are symbols of their cause,
of a quest, an oath, their honour or their devotion.
Creating a token is fairly
simple. Upon undertaking a quest, an oath, a vow or when making a promise, the
paladin picks up the object most significant to what he is about to do and charges
it with his own soul, spending experience points to make the item into a token.
A token can be imbued once only (it may not be recharged) with up to 25 XP per
class level.
As the token is a reminder
of his dedication, having it close provides the paladin with an incentive to
fight on and never give up. Tokens have two uses: to give bonuses to certain
dice rolls or to allow the re-roll of a failed check. Spending five of the invested
experience points gives the paladin a +1 bonus to an attack roll or ability
check, while spending 20 XP allow the re-roll of a failed skill check or saving
throw (the second result stays, even if it was lower than the original). The
paladin can invoke the power of his token once per day per Charisma modifier,
and only gains a +1 bonus or a single re-roll, regardless of how many invested
XPs he spends. Invoking the power of a token is a free action that provokes
an attack of opportunity.
If the paladin
loses his token, he suffers a -1 circumstance penalty to attack rolls, skill
checks and saving throws for a day. If he has not recovered the token before
the day passes, it loses all power, and all the remaining experience points
are lost. When the paladin
spends all of the invested experience points in the token, it becomes a normal
item without adverse consequences.
__________________________________________
The Worlds
of Mankind is owned and created by Mark John Goodwin
The
text on this page is Open Game Content, and is licensed for public use under
the terms of the Open Game License v1.0a.
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System and the d20 System logo are trademarks of Wizards of
the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.