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    A Dozen Free Spellbooks is a free booklet of spellbooks

    for use in any d20 fantasy campaign. This booklet presents12 books (not just spellbooks) that can be introduced to acampaign as treasure, a book in a library, or possibly oneavailable for sale in a shop.

    For even more books youll want a copy of 101Spel l b ook s , Tomes of Know ledge, and Fo rbidde n

    Grimoires. 101 Spellbooks is a 36-page PDF book withdozens of spells, several feats and magic items,and the rulesnecessary for each book included. If you have both thisbooklet and 101 Spellbooks youll have 113 individualbooks 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, orwww.philipjreed.com. Also be sure to download the freeshort adventure, The Cursed Temple, that includes a samplebook from 101 Spellbooks. Even if you dont spend the$3.00 youll have 13 spellbooks without spending a dime.

    Open Game ContentAll of the text in this book is presented as open game

    content. You may use this content in your own work aslong as you follow the terms of the license. The OpenGame License is printed at the end of this book.

    Requires the use of theDungeons and Dragons

    Players Handbook, Third Edition,Published by Wizards of the Coast.

    Introduction

    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.

    SpellsArcane Poison. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

    Forgetfulness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4Goblin Stench. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

    Hideous Laughter . . . . . . . . . . . . . . . . . . . . . . . . . . 4Minotaurs Might . . . . . . . . . . . . . . . . . . . . . . . . . . 4Poisoned Goblet . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

    Venomous Strike. . . . . . . . . . . . . . . . . . . . . . . . . . . 5

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    A Dozen Free Spellbooks

    102. Garaonas Traveling SpellbookAppearance: The cover of this thin book is manufac-

    tured of goblinskin that has been stretched and treated.The skin has been attached to a wooden frame using finenails and leather straps that are threaded through the spineof 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.

    103. The Journal of GurutzAppearance: A small leather-bound book about 8 x

    5 in size with about 200 cheap paper pages inside. Thejournals writing is fascinating reading and could proveuseful to sages and bards.

    Spells: None.

    Special Features: Gurutz the sage traveled over muchof the civilized lands and, for a few years, journeyed deepinto the western deserts. In this journal, Gurutz recordedthe knowledge passed to him regarding desert survival.Anyone studying the book for two weeks who succeedsan Intelligence check (DC 22) gains a +2 bonus to allWilderness Lore checks when in a desert environment.

    104. Book of Physical ProwessAppearance: This book is carefully crafted, the covers

    built from silver and the interior pages made of silk sheetssewn to a parchment backing.The symbol of a fist, cast ofgold, is affixed to the cover with a series of tiny silverrings. The writing inside details a series of spells that

    improve the recipients physical capabilities.S p e l l s : B u l l s Stre n g t h , C at s Gra c e, E n d u ra n c e,

    Endure Elements, Minotaurs Might*, and Stoneskin.

    Special Features: One of the pages has been magical-ly enchanted with the ability to permanently improve theStrength of a single individual. Upon reading this pageand succeeding an Intelligence check (DC 35) the readersStrength is increased by 1 point. The page instantly van-

    ishes when the successful check is made and there is a35% chance per spell that the pages containing the spellare also destroyed.

    105. The Dragon and the SpellAppearance: 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 fromgeneration to generation. This is a rare book that was spe-cially created for a noblemans son decades ago. The bookis beautifully illustrated and includes dozens of colorpaintings.

    Spells: None.

    Special Features: None.

    106. Bite of the SnakeAppearance: The evil-looking tome is bound in snake-

    skin that has been stitched together to create one largesheet. 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 redink.

    S p e l l s : A rcane Po i s o n * , Poisoned Gobl e t * , a n dVenomous Strike.*

    Special Features: None.

    107. The Spells of AthelstanAppearance: This book is constructed of iron covers

    that have been joined to a leather spine with copperspikes. The pages, sewn to the leather, are tan-coloredp a rchment. The symbol of an hourglass has beenengraved into the front cover of the book.

    Spells: All arcane spells from the Players Handbookinvolving time.

    Special Features: Athelstan spent decades perfectinghis spellcasting speed and kept detailed notes of his stud-ies and the final methods he established. This is repre-sented with the following feat.

    Fast Spell (Metamagic): Cuts the casting time of yourspells.

    The BooksThese books are a mixture of spellbooks and books of knowledge. Gamemasters will use these books as treas-

    ure items, possessions of important NPCs, books available for sale in different shops, books to be found inlibraries, 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.

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    Benefit: A Fast Spell has its casting time halved, to aminimum of one action. This is only a benefit for spellsthat normally have a long casting time. A spell with acasting time of "one full round" now takes a standardaction to cast. A spell with a casting time longer than oneround 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 sorcereror bard, the metamagic rule still cuts in and changes thestandard action into a full-round action, which is still notthe same as a 1 full-round casting time.

    108. The Catalog of Other RealmsAppearance: The Catalog of Other Realms is a thick

    volume with 300 vellum pages. The wooden covers areheld to the leather spine with small brass hinges. Thepages inside detail hundreds of planes the author claims tohave personally explored. Many question the honesty ofthese claims though there are a few who believe the infor-

    mation contained within the book is genuine.Spells: None.

    Special Features: Anyone using this book when onanother plane has a 50% chance to use his WildernessLore skill without suffering any penalties. The time nec-essary to use the skill is doubled while on another plane.

    109. Curse of the AncientsAppearance: This unholy tome is bound in black

    leather and contains 50 parchment pages, many of themshowing signs or fire and water damage.The symbol of anancient evil deity is branded into the front cover of the

    book.Spells: None.

    Special Features: Any good-aligned character or crea-ture touching the book must succeed a Will save (DC 25)or lose 1d6 Constitution points for a 24 hour period. Thischeck must be made once every ten minutes that the bookis touched or held.

    Anyone reading aloud from the book must make anIntelligence check (DC 20). On a successful check thecharacter reading has unknowingly cast horrid wilting asif he were a 20th level cleric. There is a 15% chance eachtime 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).

    110. The Study of GoblinoidsAppearance: The gray-leather book is completely free

    of cover markings. The 100 pages inside, all yellowedpaper, are covered in tiny handwriting and sketches thatcatalog the various goblinoid creatures in existence andcover the culture and combat techniques of each. 24 of thepages are damaged and unreadable. The largest portion of

    the book is devoted to the spellcasting techniques andcapabilities of goblinoid shamans.

    Spells: None.

    Special Features: Anyone succeeding an Intelligencecheck (DC 25) at the end of two weeks of studying gainsan ability comparable of that of the rangers Favored

    Enemy only applied to goblinoid shamans. This bonusdoes not increase as the character gains levels but, if thecharacter was already a ranger with the goblinoid raceselected as a Favored Enemy, the +1 bonus successfullydeciphering this book does stack with his ranger ability.

    111. Liber VesaniaAppearance: The oak covers of this book are decorat-

    ed with silver corner caps and small emeralds that havebeen mounted along the top edge of the front. The wordsLiber Vesania are stamped into the front cover. Thepages are held to the covers with leather straps that havebeen threaded through them and knotted off.

    Spells: Confusion, Detect Thoughts, Forgetfulness*,Hideous Laughter*, Misdirection, Suggestion.

    Special Features: Touching this book can drive some-one mad. Anyone touching it must make a successful Willsave (DC 25) or suffer effects similar to the spell insani -ty. This is a not an exact duplicate of that spell since itseffects can be cancelled with remove curse.

    112. Godrics WorkbookAppearance: A mages workbook is a less formal

    book, one in which the mage records observations duringexperiments. Godrics Workbook is typical of this type of

    book with 90 parchment pages secured to a leather spinewith two simple wooden covers.

    Spells: Several partial spells and attempts at spells. Theonly complete spells in the book are Dispel Magic,Persistent Image, and True Strike.

    Special Features: None.

    113. The Smiths WaysAppearance: This simple tome is a leather-bound vol-

    ume that looks like any other book that can be purchasedblank from a bookcrafter. The pages inside are written onwith plain black ink and present the techniques of threedifferent craft skills.

    Spells: None.

    Special Features: The reader of this book, after spend-ing three weeks studying it and succeeding an Intelligencecheck (DC 25) receives a +1 rank bonus to any one of thefo l l owing skills: C raft (Arm o rs m i t h i n g ) , C ra f t(Blacksmithing), or Craft (Weaponsmithing). This bonusmay only be gained once per skill.

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    Arcane PoisonNecromancy

    Level: Sor/Wiz 5Components: S, MCasting Time: 1 actionRange: TouchTarget: Living creature touchedDuration: InstantaneousSaving Throw: Fortitude (half)Spell Resistance: Yes

    With this spell the caster infects the target creature with a

    deadly poison. The successful touch attack inflicts 2d6Constitution damage and then one minute later the target suf-

    fers 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.

    ForgetfulnessTransmutation (Mind-Affecting)Level: Sor/Wiz 1

    Components: V, SCasting Time: 1 actionRange: Close (25 ft. +5 ft./2 levels)Target: One humanoidDuration: 1 round/levelSaving Throw: Will negates

    Spell Resistance: YesBy 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 andIntelligence-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 hehas lost the spell.

    Goblin StenchConjuration (Creation)Level: Sor/Wiz 2

    Components: V,S, MCasting Time: 1 actionRange: Close (25 ft. +5 ft./2 levels)Effect: Cloud that spreads to fill a 20 ft. radius, 15 ft. highDuration: 1 round/2 levelsSaving 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 thatspell.

    Material Component: A goblins finger or ear.

    Hideous LaughterEnchantment (Compulsion)Level: Brd 2, Sor/Wiz 2Components: V, S, MCasting Time: 1 actionRange: Close (25 ft. + 5 ft./2 levels)Target: One creature (see text)Duration: 1d3 rounds

    Saving Throw: Will negatesSpell 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 does-nt translate well.

    Minotaurs MightTransmutationLevel: Brd 6, Sor/Wiz 5Components: V, S, MCasting Time: 1 actionRange: TouchTarget: Creature touchedDuration: 1 hour/levelSaving Throw: Will negates (harmless)Spell Resistance: Yes

    The target touched when this spell is cast becomesstronger. 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 finedust.

    Poisoned GobletConjuration (Creation)

    Level: Sor/Wiz 4Components: V, S, MCasting Time: 1 actionRange: Close (25 ft. +5 ft./2 levels)Target: One small objectDuration: PermanentSaving Throw: None (see text)Spell Resistance: No

    Spells

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    The caster magically coats a small, inanimate object (the

    object need not be a goblet, despite the spells name) withcontact poison. The object to be coated cannot weigh morethan two pounds or be larger than one cubic foot. It must be

    within range of the spell and visible to the caster. The contactpoison on the object is black lotus extract, and the spell cre-

    ates an amount sufficient for one poisoning. A Fortitude saveis allowed against poison, which can be detected with a suc-

    cessful Spot check (DC 29).

    Material Component: A black lotus flower.

    Venomous StrikeNecromancyLevel: Sor/Wiz 7Components: V, S, MCasting Time: 1 actionRange: Touch

    Target: Living creature touchedDuration: InstantaneousSaving 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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    A Dozen Free Spellbooks Copyright 2002,Philip Reed,www.philipjreed.com

    Character Clip Art & Color Customizing Studio,

    Copyright 2002 Elmore Productions, Inc.; AuthorsLarry Elmore and Ken Whitman, Art and Illustrationsby Larry Elmore.

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