Spellbook Rules:

Your stats do not affect the spells in any way, if the book sets a fixed damage then that is the damage it does. However, if you are a spellcaster yourself and your magic is similar enough to the book, you can attempt to learn the spell from the book itself as an activity during a short rest. Results are up to DM interpretation. You could even try to write spells in the book at the same time.

In order to cast a spell from the book, you have tot be holding it and meet the “points” requirement of the spell. You can use your own resource points like HP, Mana, Ki, or even scrap and ingredients. You can also sacrifice objects and parts of characters that are of an equal value to the points required. 

If you were to make a spellbook your spellcasting focus, you get a bonus to your spellcasting attack rolls and dc equal to the rarity as if you made an enhanced focus your spellcasting focus.

Minor Conjuration - 29 Currency - Common

Conjure - Varying Points

Action Cast, you can spend a varying amount of mana to manifest a common object from Normal Items. The item will appear right in front of you and the amount of points you need to spend to conjure it is up to the DM.

Basic Magical Defense - 29 Currency - Common

Shield - 2 Points

Reaction Cast, you can increase your armor class by 2 if it’s in retaliation to a magical based attack. 

Evasion - 2 Points

Reaction Cast, if you have to make a saving throw because of a magical based attack add +2 to the roll 

Minor Debuffing - 29 Currency - Common

Slow - 1 Points

Action Cast, 30ft Range, 1 Target, if the target fails a DC 8 Wisdom Will Save their speed will be halved until they succeed on the save at the end of each of their next turns.

Sleep - 3 Points

Action Cast, 30ft Range, 1 Target, if if the target fails a DC 10 Wisdom Will Save, then they will be put under the unconscious condition until they’re either damaged or 3 minutes pass.

Lifestyle Magic- 24 Currency - Common

Clean - 0 Points

Action Cast, 30ft radius around you. Automatically clean surroundings of non-magical dirtiness and grime. 

Repair - 1 Point

Action Cast. Choose a common item or small part of a building like a hole in the wall. The physical structure of your target will be completely fixed and look brand new.

Cook - 1 Point

Action Cast. Think of any recipe that you know of. As long as the ingredients for the recipe are within 10ft of the book, the meal will be perfectly cooked and safely placed near you.

Minor Healing - 100 Currency- Uncommon

Aid - 0 Points

Quick Action Cast, 5 Overhealth, 15ft Range, 1 target

Heal - 2 Points

Action Cast, 1d6 + 3 Healing, 40ft Range, 2 targets

Special Property: You cannot expend HP for points with this spellbook.

Enhancement - 100 Currency- Uncommon

Power Up - 1 Points

Interaction Cast, 60ft Range, 2 Targets, Concentration. While this spell is concentrated on a target, that target can choose a stat to temporarily increase by 2. 

Speed Up - 2 Points

Interaction Cast, 60ft Range, 2 Targets, Concentration. While this spell is concentrated on a target, that target has their walking speed multiplied by four.

Fly - 5 Points 

Action Cast, 100ft Range, 1 Target, Concentration. While this spell is concentrated on a target, that target gains a flying speed equal to double their walking speed.

Special Property: If you have this spellbook equipped after finishing a long rest, you can choose to passively benefit from one of the spells until your next long rest without having to spend points. 

Debuffing - 100 Currency- Uncommon

Stun - 2 Points 

Action Cast, 60ft Range, 1 Target, Concentration. The character targeted with this spell needs to make a DC 12 Mental Will Saving Throw or gain the stunned condition until the caster loses concentration. 

Restrain - 4 Points

Action Cast, 120ft Range, 1 Target, Concentration. The character targeted with this spell needs to make a DC 14 Mental Will Saving Throw or gain the restrained condition until the caster loses concentration. 

Conjuration - 100 Currency- Uncommon

Greater Conjure - Varying Points

Action Cast, you can spend a varying amount of mana to manifest any common, uncommon, or rare object from Normal & Battle Items. The item will appear right in front of you and the amount of points you need to spend to conjure it is up to the DM.

Summoning - 5 Points

Action Cast, create a minion that can look however you want but must be within 5 feet of height and width. This minion has +2 in all physical stats and +0 in all mental stats. Any attacks they perform are 1d6 + 2, they have an AC of 10, and a walking speed of 30ft.

Special Property: Summoned Minions work the same as they do in the Path Of Summoner. Please read Minion Maker on the Path Of Summoner Page.

Fire Magic - 100 Currency- Uncommon

Fireball - 4 Points

Action Cast, 120ft range with 60ft radius explosion. All characters within the radius need to make a DC 14 Physical Saving Throw or take 1d20 + 15 fire damage or half on a successful saving throw. 

Flame Blade - 2 Points

Interaction Cast, 60ft Range, 1 Target. Choose a weapon within range, its damage type is now fire and deal an additional damage dice.

Special Property: Spells deal an additional damage dice if the caster is on fire.

Ice Magic - 100 Currency -  Uncommon

Ice storm - 4 Points

Action Cast, 120ft range with 60ft radius storm. All characters within the radius need to make a DC 14 Physical Saving Throw or take 1d20 + 15 ice damage or half on a successful saving throw.

Freeze Blade - 2 Points

Interaction Cast, 60ft Range, 1 Target. Choose a weapon within range, its damage type is now ice and deal an additional damage dice.

Special Property: Spells deal an additional damage dice if the caster is freezing.

Necromancy - 188 Currency- Uncommon

Raise The Dead - 1 Corpse

Interaction Cast, 5ft Range, 1 Target. When you target a corpse with this spell, you raise it as your summoned zombie minion. It is completely loyal to you and retains half of the capabilities the body had when it was alive. 

Special Property: Only corpses can be used to cast spells in this book. Also, Summoned Zombies work the same as they do in the Path Of Summoner except that they do not disappear when you long rest. Please read Minion Maker on the Path Of Summoner Page.

Anti Magic- 299 Currency- Uncommon

Dispel - Varying Points

Action Cast, Range Based On Eyesight, 1 Target. You can look at an object or person and attempt to dispel a specific spell or all of the magic within the target. Depending on how powerful the magic and what scale you wish to dispel, the amount of points you need to spend to fully dispel the magic is determined by the DM.

Repulse - 25 Points

Interaction or Reaction Cast, 5ft Radius Around Caster, Concentration. As long as this field is around you, anything that counts as magical is instantly negated. 

Special Property: Spell costs double if you are at least somewhat magical. The spells within this book are not considered magical.

Curse Magic - 300 Currency- Uncommon, Cursed

Curse - 20 Points

Ritual Cast over the course of a Brief Rest, Range Based On Eyesight, 1 Target. If you manage to cast it on the target, you can place one of the following curses on them:

  • Set two of their stats to -2, Petrify 2 body parts that aren’t vital to the body, or remove or manipulate one of their senses 

These curses will only go away with the use of a curse removal effect. 

Rebuke - 5 Points

Reaction Cast, Range Based On Eyesight, 1 Target. You can cast this as a reaction after being dealt damage by someone you can see, when this spell is casted the target needs to make a DC 18 Fortitude Saving Throw or take double the damage that was dealt to you.

Special Property: Every time you cast from this book, your MSN increases by 1. This increase does not go away at a long rest, it is now your new minimum survival number.

Major Healing Magic - 300 Currency - Rare

Greater Heal - 5 Points 

Action Cast, 1d20 + 10 Healing, 200ft Range, 6 Targets

Regeneration - 10 Points 

Action Cast, 200ft Range, 2 Targets. The targets of this spell have their bodies completely regenerated and fixed, meaning they lose all grievous and critical wounds. 

Special Property: You cannot expend HP for points with this spellbook.

Enoptromancy - 450 Currency- Rare

Scrying - 5 Points 

Ritual Cast over the course of a Brief Rest, Range is infinite as long as target is in the same dimension as you. After casting this spell, you are able to move your vision and auditory senses to a target that you are somewhat familiar with. There’s no rolling involved if the target is a location or if it’s a person without any magic, however if your target is a character with magic then you need to roll a contesting intelligence will check against their intelligence will check. If you win, you can see and hear them as long as you maintain concentration on this spell. If you fail, then they are able to notice the spell and dissipate it if they choose to. 

Divination - 20 Points 

Ritual Cast over the course of a Brief Rest. After casting the spell, it’s almost as if you can ask the building blocks of the dimension you inhabit a question. You will get a truthful answer, this answer can be short or cryptic however it will be the absolute truth at the DM’s discretion. 

Holy Magic - 1000 Currency - Rare

Cleanse - Varying Amount 

Action Cast, Touch Range, 1 Target. you can spend a varying amount of mana to cure a character of a poison, disease, or curse. You may need to spend larger amounts for stronger ailments needing to be cured. (This counts as a curse removal effect) 

Resurrection - 1/4 Of Your Maximum Points 

Action Cast, Touch Range, 1 Target. You can spend an amount of points equal to a fourth of your maximum mana in order to resurrect a character. They come back with a level of exhaustion and 1 point remaining in each rest recoverable resource pool. In order for this spell to work, the body must be intact and the death cannot have happened more than a week prior. 

Special Property: If you hold a genuine faith to a holy figure while having this spellbook equipped, all spell related rolls and spell DCs increase by 2

Dragon Magic - 1000 Currency - Rare

Breathe Attack - 5 Points 

Action Cast, 100ft Cone From Your Mouth Which Can Be Reduced. All characters within the radius need to make a DC 18 Physical Saving Throw or take 2d20 + 15 damage or half on a successful saving throw. The damage type is based on the color of the book and what dragon the book was based on, up to DM’s discretion. 

Wrath Of The Dragon - 5 Points 

Quick Action Cast, Can Only Target Self, Concentration. As long as you have this spell concentrated on yourself, you gain the following benefits:

  • Gain wings that give you a flying speed equal to half of your walking speed. 

  • All physical attacks now have a +3 to all rolls and deal an additional d10

  • Gain magical resistance to the damage type that Breathe Attack deals

Special Property: The more spells you cast from this book, the more draconic you yourself become! The effects of this are at the DM’s discretion. 

Major Conjuration- 1000 Currency - Legendary

Ultimate Conjuration - Varying Points

Action Cast, you can spend a varying amount of mana to manifest any item up to Legendary Rarity from whatever item category that your character would know of. The item will appear right in front of you and the amount of points you need to spend to conjure it is up to the DM.

Ultimate Summoning  - Varying Points

Ritual Cast over the course of a Brief Rest, you can spend a varying amount of mana to summon a completely controllable version of a character that you have personally seen before. They will have all of their capabilities except that their speed and damage totals are halved, their stats are reduced by 3, and their AC is reduced by 5. 

Special Property: Summoned Minions work the same as they do in the Path Of Summoner. Please read Minion Maker on the Path Of Summoner Page.

Weather Magic - 2400 Currency - Legendary

Phenomenon Manipulation - Varying Points 

Action Cast, Range Based On Eyesight, The target is the sky directly above you. Once this spell has been casted you can choose to either create and/or control a natural weather phenomenon, controlling the weather phenomenon is an action. The amount you can control the weather and the DC for rolls against this weather (between 15 and 24) is based on how much mana was put into the spell and the DM’s discretion. 

Special Property: While you have this spellbook equipped, you are immune to damage and negative effects related to weather. 

Evil Magic- 5000 Currency - Legendary, Cursed

Reverse Alignment - 10 Points 

Action Cast, 500ft Range, 1 Target. If the target of this spell has committed a considerably evil act in their life, the required evilness of the act is up to the DM’s discretion, then the target must make a DC 24 Wisdom Will Save. Upon a failure, a curse is placed on the target that makes them as evil as the character that casted the spell on them. This curse will only go away with the use of a curse removal effect. 

Evil Blight - 10 Points 

Action Cast, 500ft Range, 1 Target. If the target of this spell has done more good deeds than evil deeds in their life, they need to make a DC 24 Wisdom Will Save. Upon a failure, they take evil damage equal to a fourth of their maximum hit points. If this damage reduces them to 0 hit points, they instantly die without a Death’s Door Survival Roll. 

Special Property: If a good character touches this book, they need to roll a DD Survival Roll

Hell Magic - 666,666 Currency? - Fabled, Cursed

Damnation - 50 Points 

Ritual Cast over the course of a Brief Rest, Range is infinite as long as the target is in the same dimension as you, 6 Targets. All characters targeted by this spell must make a DC 30 Wisdom Will Save or be sent straight to hell. 

The Nine Hells - 70 Points 

Action Cast, 5000ft Radius. After this spell is cast, any non-magical parts of the environment immediately take on the effects of Hell itself. The environment is changed permanently in the following ways:

  • Sources of water become either sources of burning blue hellfire or demonic blood. Sources of hellfire deal extremely high damage and infernal creatures from hell may appear out of the demonic blood sources

  • The ground is scalding and the air is boiling hot, characters that can’t adapt to the changes in environmental temperature may take varying amounts of high heat based damage.  

Special Property: Every minute you hold the spellbook, you are dealt 20 hellfire damage. Fatal damage caused by this book sends the character’s soul to hell when they die. 

Godly Magic  - Unknown Value - Fabled 

Greater Resurrection  - 1/8 Of Your Maximum Points 

Action Cast, Range is infinite as long as the target is in the same dimension as you, 1 Target. You can spend an amount of points equal to an eight of your maximum mana in order to resurrect a character. They come back with no levels of exhaustion at half health and half of any other recoverable resource pools. There doesn’t even need to be a body for them to be resurrected, someone being resurrected by this without a body will have a copy of their body from before they were killed. 

Almighty Will - 100 Points 

Ritual Cast over the course of a Brief Rest. After the spell is casted, you can attempt to enforce a change to the dimension you inhabit through willpower and the power of the spellbook. If this change is something within your capabilities it will probably work and will have little to no consequences. However if you attempt to enforce a change that’s beyond your capabilities, there is a significant chance the change won’t take effect and there will be devastating consequences inflicted on you and the dimension you’re in.The results of all of the wishes you make with this spell are at the DM’s discretion, they are the ones that decide if a wish will work or not and if the wish goes through what consequences could possibly come of it. 

Special Property: The more spells you cast from this book, the more godly you yourself become. Over time you may gain the Godhood Ace Ability from Divine Ace and other Divine Paths, Abilities, and Perks.

Death Magic - Unknown Value - Fabled, Cursed

D.E.A.T.H. - 100 Points 

Action Cast, Range Based On Eyesight, 1 Target. When you cast this spell on a target, the DM rolls a DD Survival Roll for them based on how much health they have left. If they're at full health, their MSN is 36. If they are half health, their MSN is 56. If their health is in the single digits, their MSN is 76. 

If they fail the roll, they instantly die and their soul is destroyed, meaning that they cannot be revived by any means found within even the highest level magic. 

Special Property: Every time you cast from this book, the DM must roll a DD Survival Roll for you. Upon failing, you instantly die and your soul is permanently destroyed within an instant as if the spell within the book was used on you.