Thursday, August 25, 2011

Spell Books as Treasure

I've never understood why spell books aren't part of the regular treasure tables. I mean, you can find a Manual of Puissant Skill at Arms, but the spell book of a 4th level illusionist is a non-starter? Pfft. Here's a sneak preview from the next update of the Adventures Dark and Deep Game Masters Toolkit...

Spell Book

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
01-20Illusionist
21-79Mage
80-98Savant
99Mixed (roll twice again, re-rolling duplicates and 99-00)
00Fake

TABLE 199: SPELL BOOK SIZE
Die roll (d12)Book sizeBase X.P. Value
1-3Traveling500
4-11Standard1,000
12Reference1,500

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 LevelIllusionistMageSavantX.P. Value
101-2401-2901-33100
225-4530-5334-56200
346-6354-7057-72300
464-7871-8173-82400
579-9082-8883-89500
691-9889-9490-95600
799-0095-9896-98700
8-9999800
9-0000900

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
01-50None.
51-60Lock (no key available).
61-70Lock w/poison needle trap.
71-73Explosive runes on first page.
74-78Permanent blank book cantrip has been cast on the book.
79-812d4 bookworms hidden in binding.
82-84Book is itself intelligent (treat as intelligent weapon in all respects).
85-88Anyone other than the author who opens the book is cursed.
89-92Pages 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.).
93-94When 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.
95-96Blades 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.
97Book is possessed by a demon. Prolonged contact with it will result in the owner of the book himself becoming possessed.
98-00The 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.