As game master, you may wish to keep the discovery of long-forgotten spell books to intentional placement. However, it is not outside the realm of possibility that such valuable works would be discovered in the treasure hordes of certain creatures. First, the type of book should be determined, and then the size.
TABLE 198: SPELL BOOK TYPE
|Die roll (d%)||Book type|
|99||Mixed (roll twice again, re-rolling duplicates and 99-00)|
TABLE 199: SPELL BOOK SIZE
|Die roll (d12)||Book size||Base X.P. Value|
Each spell book will contain 3d6+1 spells, up to the maximum capacity of its type (see the Adventures Dark and Deep Players Guide for details on how many spells a spell book can contain). Once the number of spells has been determined, roll for each spell level. Then roll randomly to determine which spell for that level is contained in the book. Keep rolling until the book is filled. For mixed books, roll 1d3 to determine which type of spell happens to be next in the book.
TABLE 200: SPELL BOOK SPELL LEVEL
|Spell Level||Illusionist||Mage||Savant||X.P. Value|
Finally, roll to see what sort of protection or trap, if any, the spell book has. Note that fake spell books always have at least one sort of protection, as they are designed to entice would-be thieves into opening them and thus bringing about their own doom; re-roll any roll under 61.
TABLE 201: SPELL BOOK PROTECTION/TRAP
|Die roll (d%)||Protection/trap|
|51-60||Lock (no key available).|
|61-70||Lock w/poison needle trap.|
|71-73||Explosive runes on first page.|
|74-78||Permanent blank book cantrip has been cast on the book.|
|79-81||2d4 bookworms hidden in binding.|
|82-84||Book is itself intelligent (treat as intelligent weapon in all respects).|
|85-88||Anyone other than the author who opens the book is cursed.|
|89-92||Pages are treated with contact poison. For every page flipped through, there is a 1% cumulative chance that enough poison will be absorbed through the fingertips to kill, unless precautions are taken (gloves, stylus used to flip pages, etc.).|
|93-94||When opened when the temperature is above 80° F, glue used in the binding gives off an invisible hallucinogenic gas; all within 10’ must make a saving throw vs. poison or each believes himself to be a 20th level Archmage and will become violent if anyone either contradicts him or attempts to take the book from him. The effect will last 2d12 hours, but could occur again the next time the book is opened in the proper temperature.|
|95-96||Blades spring out of the cover when the book is opened. Make a dexterity check or take 1d6 h.p. of damage. If the first check fails, make a second; if that fails, a finger has been sliced off.|
|97||Book is possessed by a demon. Prolonged contact with it will result in the owner of the book himself becoming possessed.|
|98-00||The first time the book is opened, a blinding flash of light will blind anyone looking at it within 10’ unless they make a successful saving throw vs. paralyzation.|
Full experience points for spell books should only be awarded to members of that class who can use the spells within. Others should only receive 10% of the full X.P. value.