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You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
Learn more.
Each spellbook or formula book is a unique reflection of the personality and capabilities of its creator. Many of these tomes contain more than just spells, such as notes on the caster's other research, personal diaries, naturalist sketches, or even political treatises. Some contain preparation rituals, each of which grants a boon—or sometimes a hindrance—to spellcasters who use the book to prepare their spells.
The sample spellbooks and formula books below each list a description of the book, information on the caster's specialty school and oppositional schools (if any), the book's spells, and its preparation ritual (if any). Some books also contain precautions against prying eyes.
Descriptions, protections, preparation rituals, and spell content can be mixed and matched as desired from different books. Higher-level books can easily serve for lower-level casters—just drop the spell levels that aren't applicable and remove lower-level spells as desired. Similarly, if you desire longer books, combine two together or add spells or formulae of your choice to the desired levels. These books also work as spellbooks and formula books for new characters. Just copy the list, hand it to the player, and go.
A standard spellbook includes all cantrips except those in the wizard's oppositional schools. Books containing cantrips from additional sources are noted in the content description.
Each book features a value, which represents what a character must pay for the book on the open market, though finding a seller may be difficult. The character may sell the book for half that value. Any book with a preparation ritual has two sets of costs, one for the book without the preparation ritual, and one for the book with the ritual.
When a spellcaster who prepares spells uses a spellbook or formula book with a preparation ritual, as long as he prepares at least three spells (not including cantrips) or formulae from the spellbooks, he gains a temporary boon granted by the ritual. The boon lasts until its effect is spent (as specified by the boon description) or the spellcaster prepares spells again (at which time it can be reapplied by preparing at least three spells from the book). A spellcaster can only take the effect of one preparation ritual when she prepares spells, no matter how many spellbooks with preparation rituals she uses to prepare spells. Spells in this section A superscript “S” (S) indicates a spell from the caster's specialty school, whereas a superscript “OP” (OP) indicates a spell from the spellbook creator's opposition school.
Defensive Primer (Level 1 Abjurer)
This surprisingly ornate and heavy volume is more than three-quarters empty. Tightly written notes on the precepts of arcane defense and the vulnerabilities of supernatural entities fill the first two pages.
Protection Average lock (DC 25)
Opposition Schools Conjuration, enchantment
Value 185 gp
Spells
1st—burning hands, detect undead, expeditious retreat, magic missile, protection from evilS, ray of enfeeblement, shieldS
Apprentice Chapbook of Rul Thaven (Level 2 Diviner)
This slim book is carefully but amateurishly bound, with leather stretched tight across thin boards. The writing inside is fussy and crammed together, with words that are occasionally illegible. Eight of its pages contain spells; the final 10 pages are blank. A portrait of a plain woman, unsmiling, has been bound into the inside front cover.
Opposition Schools Illusion, transmutation
Value 195 gp
Spells
1st—comprehend languagesS, detect secret doorsS, detect undeadS, identifyS, protection from evil, protection from law, summon monster I, true strikeS
Unnamed Journal (Level 3 Universalist)
This is a simple, unadorned spellbook. Notes on improving the efficiency of each spell crowd the margins, most of them hopelessly misguided.
Value 275 gp
Spells
2nd—fox's cunning, scorching ray
1st—alarm, feather fall, obscuring mist, mount, shield, shocking grasp, silent image, sleep
Traveler's Tome (Level 4 Transmuter)
This small book, no larger than a pocket notebook, is bound between wooden covers, and is clearly a copy meant to withstand the rigors of adventuring. The arrowhead lodged in the cover can't be removed without magic.
Protection Simple lock (DC 20)
Opposition Schools Conjuration, enchantment
Value 365 gp
Spells
2nd—glideS, , knockS, levitateS, rope trickS
1st—ant haulS, , enlarge personS, eraseS, expeditious retreatS, gravity bowS, , hold portal, jumpS, magic weaponS, shield
Book of Harms (Level 5 Evoker)
The leather wrapping of this book is of an indeterminate type, and gives off a faint and unpleasant scent, as of charred meat. The writing inside is in a jagged hand, and many notes on the ash-smudged pages indicate its previous owner sought ever more damaging magic. A glittering rune in the cover's center is shaped vaguely like a lightning bolt.
Protection Average lock (DC 25)
Oppositional Schools Divination, transmutation
Value 535 gp (900 gp with preparation ritual)
Spells
3rd—fireballS, lightning boltS
2nd—acid arrow, darknessS, ghoul touch, gust of windS
1st—burning handsS, color spray, corrosive touchS, , hydraulic pushS, , hypnotism, magic missileS, ray of enfeeblement, shocking graspS
Preparation Ritual
Harmful Surge (Su) You can maximize a spell, but doing so damages you. Spend this boon effect as a free action when you cast a wizard evocation spell. When you do, you can treat that spell as if it were cast with the Maximize Spell metamagic feat, but you take 1d4 points of damage × the level of the spell that you are maximizing. The damage you take cannot be reduced in any way.
Lab Journal of Constance Inflix (Level 5 Alchemist)
The steel cover of this slim journal has taken its fair share of abuse; acid scars and minor slag spots show where the journal was subjected to intense working conditions. Equations, balances, and chemical notations mark the margins of the pages—with some formulae, it is difficult to tell where the notes end and the formula begins.
Value 395 gp (770 gp with preparation ritual)
Formula
2nd—blur, delay poison, fire breath, transmute potion to poison, vomit swarm
1st—bomber's eye, comprehend languages, cure light wounds, jump, keen senses, negate aroma, resist energy, touch of the sea
Preparation Ritual
Alchemical Protection (Su) The alchemical knowledge granted by this book protects you from poisons and alchemical items. Spend this boon's effect as an immediate action when you make a saving throw against poison or an alchemical item but before rolling the saving throw. You gain a +4 bonus on that saving throw.
Book of the Grave (Level 6 Necromancer)
This tome reeks of decomposing flesh or some even fouler stench. Grave mold clings to the worm-eaten cover, and dirt stains the pages. Some pages have been torn out.
Protection The edges of the first three pages are coated with nitharit poison (contact; save Fort DC 13; frequency 1/minute for 6 minutes; effect 1d3 Con damage; cure 1 save).
Opposition Schools Enchantment, transmutation
Value 815 gp (1,265 gp with preparation ritual)
Spells
3rd—blood biography, ray of exhaustionS, vampiric touchS, vitriol
2nd—command undeadS, create treasure map, ghoul touchS, spectral handS, stone call, web
1st—burning hands, chill touchS, disguise self, mage armor, protection from good, ray of enfeeblementS, sculpt corpseS, , shield, true strike, ventriloquism
Preparation Ritual
Breath of the Grave (Su) As a swift action, spend this boon's effect to breathe a 15-foot cone of rotting stench. Creatures within the cone must succeed at a Fortitude saving throw (DC 10 + your highest caster level in a class that prepares spells) or be sickened for 1 round. This spends the boon. After this boon has been spent, you take a –4 penalty on Diplomacy and Stealth checks until you prepare spells again.
Grimoire of Glittering Eyes (Level 7 Illusionist)
The title of this book is embossed into the scaly cover. Inside, the pages sparkle and gleam in even the faintest light, and the handwriting looks preternaturally clean.
Protection The entire book is warded with illusory script (Will DC 16; on failure, the suggestion is for the reader to “Close the book and leave”).
Opposition Schools Evocation, necromancy
Value 1,055 gp (1,755 gp with preparation ritual)
Spells
4th—phantasmal killerS, wandering star motesS,
3rd—illusory scriptS, invisibility sphereS, madnessS, , major imageS
2nd—magic mouthS, misdirectionS, phantom trapS, scareOP
1st—alarm, animate rope, color sprayS, comprehend languages, disguise selfS, hypnotism, magic auraS, magic weapon, shield, sleep
Preparation Ritual
Glittering Eyes (Su) When casting an illusion spell, you gain expanded sight. Spend this boon's effect as a free action when you cast an illusion spell. You gain darkvision 60 feet and a +4 bonus on saving throws to disbelieve illusions, with both benefits lasting for 1 minute.
Tome of the Transmuter (Level 8 Transmuter)
This simple book is bound in white leather with a silver clasp. Careful notes on economic theory in a crisp and precise hand occupy the last few written pages, after which there is a page stained with a dark reddish-brown smear. The rest of the pages are blank.
Protection Good lock (DC 30), explosive runes (Reflex DC 16)
Opposition Schools Illusion, necromancy
Value 1,835 gp (2,635 gp with the preparation ritual)
Spells
4th—beast shape IIS, calcific touchS, , confusion, dimension door, stone shapeS
3rd—arcane sight, dispel magic, explosive runes, lightning bolt, greater magic weaponS, slowS
2nd—alter selfS, flaming sphere, knockS, pyrotechnicsS, resist energy, see invisibility, whispering windS
1st—animate ropeS, charm person, color sprayOP, eraseS, floating disk, hush, mage armor, magic missile, protection from chaos, unseen servant
Preparation Ritual
Defensive Transmutation (Su) When taking another shape, you can increase your defenses. Spend this boon's effect as a free action when you cast a transmutation spell with a range of personal. As long as you are affected by that spell, you gain a +2 natural armor bonus for the duration of the spell.
Journeyman Book of Rul Thaven (Level 9 Diviner)
This medium-sized book has a creased spine and supple gray leather covers. The leather has rubbed away in certain spots, tiny pinhole burns pock the surface, and a brass lock holds the book shut. A woman's portrait has been bound into the front cover, and text covers almost all of the image except her face: text in circles, with arrows pointing to new circles with suppositions. Underneath the woman's chin are the words “Diabolist sacrifice?”
Protection Average lock (DC 25), and the 5th-level spells are hidden with secret page. The special word is “reveal.”
Opposition Schools Illusion, transmutation
Value 2,195 gp (3,320 gp with the preparation ritual)
Spells
5th—contact other planeS, major creation, telepathic bondS,
4th—detect scryingS, locate creatureS, remove curse, scryingS
3rd—arcane sightS, clairaudience/clairvoyanceS, secret pageOP, tonguesS
2nd—detect thoughtsS, flaming sphere, locate objectS, resist energy, see invisibilityS, summon monster II
1st—cause fear, comprehend languagesS, detect secret doorsS, detect undeadS, disguise selfOP, identifyS, protection from evil, protection from law, true strikeS
Preparation Ritual
Eyes of Rul Thaven (Su) You use a trick perfected by Rul Thaven to ferret out invisible creatures. Spend this boon's effect as a swift action. You gain the effects of see invisibility for 1 round.
Journal of the Beast Within (Level 10 Alchemist)
This ragged collection of scorched and stained notes is tied with cheap twine between wooden covers. A few formulae appear to have been deliberately obliterated, scratched through so thoroughly that the paper is torn in places.
Value 915 gp (2,165 gp with the preparation ritual)
Formula
4th—dragon's breath
3rd—beast shape I, rage, tongues, water breathing
2nd—barkskin, bull's strength, cure moderate wounds, elemental touch, resist energy
1st—bomber's eye, comprehend languages, crafter's fortune, cure light wounds, disguise self, enlarge person, identify, shield
Preparation Ritual
Beastly Concoction (Su) This journal grants you the ability to make an extremely potent and savage mutagen. Spend this boon when you imbibe your mutagen. The mutagen grants you a +6 alchemical bonus to your selected ability score instead of the normal +4; you take a –2 penalty to all of your mental ability scores (Intelligence, Wisdom, and Charisma) while the mutagen is in effect.
Manuscript of Jack Were-Son (Level 10 Universalist)
Blood, dirt, wine, and more stain this white leather book. The owner's name, Jack Were-son, is stamped into the cover in peeling gold, yet no more information about the author is immediately evident. Several of the pages contain careful diagrams and illustrations done by a competent but uninspiring artist.
Protection Average lock with arcane lock (DC 35) and explosive runes (Reflex DC 16)
Value 2,835 gp
Spells
5th—break enchantment, mage's private sanctum, polymorph, treasure stitching
4th—charm monster, dimension door, greater invisibility, moonstruck, true form
3rd—cloak of winds, explosive runes, haste, lightning bolt, nondetection, twilight knife
2nd—acid arrow, burning gaze, dust of twilight, fog cloud, metabolize, protection from arrows, spider climb
1st—alter winds, ant haul, burning hands, cause fear, hold portal, identify, magic missile, sleep, stone fist, vanish
Arctic Call (Level 11 Evoker)
Fine vellum sheets fill these two well-worn books. Beautiful illustrations depict the effects of each spell, many with a distinctly arctic theme. Though the pages and their wintry illustrations are of high quality, the protective leather case that encloses both books smells and feels greasy, as if the hide has been crudely waterproofed with animal fat.
Protection fire trap modified to inflict cold damage (Reflex DC 17)
Opposition Schools Illusion, necromancy
Value 4,335 gp (5,985 gp with the preparation ritual)
Spells
6th—contingencyS, freezing sphereS, repulsion
5th—cone of coldS, mage's private sanctum, permanency, teleport, wall of forceS
4th—ice stormS, shoutS, stoneskin, symbol of revelation, wall of iceS
3rd—arcane sight, dispel magic, elemental auraS, , fire trap, heroism, lightning boltS, phantom steed, seek thoughts
2nd—bull's strength, false lifeOP, glitterdust, hideous laughter, make whole, resist energy, rope trick
1st—detect secret doors, endure elements, enlarge person, feather fall, mage armor, magic missileS, obscuring mist, shield, shocking graspS
Preparation Ritual
Rime Bite (Su) You infuse your spell with a biting cold that few can withstand. Spend this boon as a free action when you cast a spell with the cold descriptor. Any damage from that spell ignores all resistance to cold, but does not ignore immunity to cold.
Insights of Far-Seeing Taernis (Level 12 Conjurer)
These two books are part of a set held together with a leather strap. The covers are of a shimmering and unearthly blue leather, and the spines are built of silver and iron. The books are chilly to the touch, and staring at them induces minor vertigo.
Protection Sepia snake sigil (Reflex DC 16)
Opposition Schools Divination, necromancy
Value 4,555 gp (6,355 gp with the preparation ritual)
Spells
6th—getawayS, , planar bindingS, summon monster VIS, wall of ironS
5th—life bubbleS, , contact other planeOP, overland flightS, , teleportS
4th—acid pitS, , black tentaclesS, dimensional anchor, lesser geas, phantasmal killer, solid fogS
3rd—gaseous form, greater magic weapon, magic circle against evil, sepia snake sigilS, spiked pitS, , stinking cloud, tiny hut
2nd—accelerate poison, alter self, arrow eruptionS, , daze monster, dust of twilightS, , glitterdustS, shatter, stone callS,
1st—comprehend languagesOP, disguise self, jump, mage armorS, magic aura, mountS, sleep, stumble gapS, , unseen servantS
Preparation Ritual
Sturdy Summoning (Su) A creature you summon gains augmented defenses for a short time. Spend this boon effect as a free action when you cast a conjuration (summoning) wizard spell. The creature you summon with that spell gains a number of temporary hit points equal to your caster level, and as long as the summoned creature has at least 1 of these hit points, it gains a +2 circumstance bonus on saving throws.
Quest Eternal (Level 13 Diviner)
Stuffed between the pages of these two well-worn volumes are all manner of riddles, tidbits of lore, and fragments of maps. One of the covers is missing a corner, as if hacked off with a blade, and the text inside is tiny and cramped, as if the author were afraid of running out of room.
Opposition Schools Conjuration, transmutation
Value 6,475 gp (8,395 gp with the preparation ritual)
Spells
7th—greater arcane sightS, greater scryingS, prismatic spray
6th—chain lightning, contingency, eyebite, legend loreS, true seeingS
5th—dominate person, fire snake, prying eyesS, teleportOP, telepathic bondS
4th—arcane eyeS, confusion, detect scryingS, fear, ice storm, wall of fire
3rd—clairaudience/clairvoyanceS, dispel magic, displacement, greater magic weaponOP, hydraulic torrent, lightning bolt, seek thoughts, tonguesS
2nd—arcane lock, false life, fox's cunningOP, locate objectS, resist energy, scorching ray, see invisibilityS, touch of idiocy
1st—alarm, charm person, comprehend languagesS, color spray, detect secret doorsS, expeditious excavationOP, , floating disk, protection from evil, shield, true strikeS, ventriloquism
Preparation Ritual
Travel Sage (Su) There is nothing like a magic book to enhance the memory. Unlike other boons, you do not spend this one. Until you prepare spells again, you are considered trained in Knowledge (geography). If you are already trained in Knowledge (geography), you gain a +2 circumstance bonus on those checks instead.
Grandfather's Legacy (Level 14 Necromancer)
This pair of lexicons is covered in excellently preserved human skin, with an intricate lace of fingerbones forming the locks on the cover. A family seal has been embossed on the lower center of the cover, but flecks of gold leaf have begun to peel away, revealing that the embossed pattern in fact follows a faded tattoo on the skin itself.
Protection A series of three superior locks each augmented with arcane lock (DC 50) and a symbol of weakness (Fortitude DC 20) on the second page of each book.
Opposition Schools Enchantment, illusion
Value 7,635 gp
Spells
7th—control undeadS, finger of deathS, symbol of weaknessS, temporary resurrectionS,
6th—acid fog, chain lightningS, , circle of deathS, create undeadS, unwilling shieldS,
5th—dismissal, hold monster, magic jarS, possess objectS, , wall of force, waves of fatigueS
4th—animate deadS, bestow curseS, contagionS, enervationS, shadow projectionS, , shout, wall of ice
3rd—gentle reposeS, halt undeadS, lightning bolt, magic circle against good, nondetection, ray of exhaustionS, stinking cloud, vampiric touchS
2nd—arcane lock, blindnessS, darkness, false lifeS, obscure object, resist energy, scareS, summon swarm
1st—cause fearS, chill touchS, floating disk, restore corpseS, , hypnotism, obscuring fog, ray of enfeeblementS, sculpt corpseS, , shield, sleep
Chymist's Guidebook (Level 15 Alchemist)
The pages of this formula book are carefully varnished. Sprinkled among the formulae are details and diagrams of alchemical devices, many of which seem to defy the normal conventions of alchemy and physics. The last page contains incomplete notes on the preparation of experimental mutagens.
Protection Good lock (DC 30)
Value 2,545 gp
Formula
5th—delayed consumption, magic jar, spell resistance
4th—detonate, freedom of movement, greater invisibility, restoration, stoneskin
3rd—amplify elixir, arcane sight, haste, heroism, protection from energy, thorn body
2nd—alter self, bear's endurance, false life, fire breath, see invisibility, transmute potion to poison
1st—ant haul, comprehend languages, cure light wounds, detect secret doors, enlarge person, jump, keen senses, negate aroma, shield, true strike
Guardian Grimoire (Level 15 Abjurer)
These three well-made books are covered with runes of warding against outsiders and undead. The pages inside show water damage along the edges.
Protection Explosive runes (Reflex DC 16) and fire trap (Reflex DC 17)
Opposition Schools Illusion, necromancy
Value 10,055 gp (13,055 gp with the preparation ritual)
Spells
8th—binding, maze, protection from spellsS
7th—banishmentS, delayed blast fireball, expendS, , form of the dragon II, grasping hand
6th—analyze dweomer, antimagic fieldS, chain lightning, greater dispel magicS, true seeing
5th—break enchantmentS, cone of cold, dismissalS, polymorph, summon monster V, wall of force
4th—confusion, dimension door, dimensional anchorS, fire trapS, mass enlarge person, secure shelter, true formS,
3rd—cloak of windsS, , daylight, enter image, explosive runesS, haste, lightning bolt, magic circle against evilS, water breathing
2nd—detect thoughts, glitterdust, knock, protection from arrowsS, cushioning bands, resist energyS, scorching ray, whispering wind
1st—animate rope, detect secret doors, detect undead, endure elementsS, feather fall, obscuring mist, protection from chaosS, shadow bladeS, , shieldS, shocking grasp, touch of gracelessness
Preparation Ritual
Guardian Trick (Su) With a quick phrase of power, you attempt to foil an attack. Spend this boon's effect as an immediate action when an undead or outsider hits you with an attack. The attacking creature must reroll the attack, taking the second roll even if it is lower.
Mysteries of Shadow (Level 16 Illusionist)
Each volume of this three-book set is written in gold ink on jet-black paper. Illusory script hides descriptions of the geography and denizens of the Shadow Plane.
Protection illusory script (Will DC 16; on failure the suggestion is “Forget the existence of the descriptions and notes”), phantom trap (opening any of the books seems to set off a trap)
Opposition Schools divination, evocation
Value 11,865 gp (15,065 gp with the preparation ritual)
Spells
8th—greater shadow evocationS, mind blank, scintillating patternS, temporal stasis
7th—finger of death, greater shadow conjurationS, project imageS, simulacrumS, spell turning
6th—eyebite, guards and wards, limited wish, permanent imageS, programmed imageS, shadow walkS, symbol of persuasion
5th—cloudkill, mirage arcanaS, mind fog, nightmareS, seemingS, shadow evocationS, telekinesis
4th—black tentacles, dimension door, greater invisibilityS, lesser globe of invulnerability, phantasmal killerS, remove curse, scryingOP, shadow conjurationS
3rd—dispel magic, heroism, illusory scriptS, magic circle against good, major imageS, phantom steed, shrink item, slow
2nd—arcane lock, darknessOP, false life, glitterdust, magic mouthS, mirror imageS, obscure object, phantom trapS, whispering wind
1st—color sprayS, disguise selfS, endure elements, feather fall, grease, magic auraS, minor imageS, obscuring mist, ray of enfeeblement, silent imageS, ventriloquismS
Preparation Ritual
Shadow Knowledge (Su) The knowledge in this book clings to your consciousness like the Shadow Plane itself. Unlike other boons, you do not spend this one. Until you prepare spells again, you are considered trained in all Knowledge skills as long as the check pertains to the geography and denizens of the Shadow Plane. If you are already trained in the appropriate Knowledge skill, you gain a +2 circumstance bonus on these checks instead.
Master Books of Rul Thaven (Level 17 Diviner)
This trio of books is bound in leather as black as a starless night, clasped together with gleaming silver. The pages are filled with notes and errata. The handwriting becomes more hurried toward the end of the trilogy, and the final page says, “I have found her!”
Protection Each book features a superior lock (DC 40); secret page hides the 9th- and 7th-level spells, and the first book is warded with explosive runes (Reflex DC 17).
Opposition Schools Illusion, transmutation
Value 12,725 gp (16,550 gp with the preparation ritual)
SPELLS
8th—demand, discern locationS, greater prying eyesS, trap the soul
7th—instant summons, greater arcane sightS, greater scryingS, plane shift, visionS
6th—analyze dweomerS, greater dispel magic, guards and wards, legend loreS, repulsion, true seeingS
5th—contact other planeS, major creation, secret chest, sending, telepathic bondS, planar adaptationOP
4th—bestow curse, dimensional anchor, lesser geas, lesser globe of invulnerability, locate creatureS, remove curse, secure shelter, share sensesS,
3rd—arcane sightS, blood biographyS, , clairaudience/clairvoyanceS, explosive runes, secret pageOP, seek sensesS, , tonguesS
2nd—continual flame, detect thoughtsS, flaming sphere, hold person, locate objectS, resist energy, see invisibilityS, summon monster II
1st—cause fear, comprehend languagesS, detect secret doorsS, detect undeadS, disguise selfOP, identifyS, protection from evil, protection from law, true strikeS
Preparation Ritual
Improved Eyes of Rul Thaven (Su) This improved boon allows you to see invisible creatures. You can activate the boon's effect as a swift action to gain the effects of see invisibility for up to 10 rounds. The rounds need not be consecutive, but you must spend a swift action each time you activate the boon's effect. The boon's effect is only spent when all 10 rounds of see invisibility are used up, or the next time you prepare wizard spells.
Manual of Binding (Level 18 Conjurer)
The three volumes of this set are bound in black sharkskin, the spells inscribed in purple ink on fine paper. Spells conceal extensive notes on constructing a lich's phylactery.
Protection magic aura (spellbook appears nonmagical), secret page hides the notes on constructing a lich's phylactery, sepia snake sigil (Reflex DC 17)
Opposition Schools Abjuration, enchantment
Value 17,165 gp (21,215 gp with the preparation ritual)
Spells
9th—gateS, soul bind, summon monster IXS, time stop, wish
8th—create greater undead, horrid wilting, greater planar bindingS, mazeS, screen
7th—banishmentOP, finger of death, grasping hand, greater teleportS, reverse gravity, summon monster VIIS
6th—contagious flames, disintegrate, greater dispel magicOP, legend lore, planar bindingS, wall of ironS
5th—cloudkillS, cone of cold, contact other plane, hungry pitS, , magic jar, overland flight, permanency, secret chestS, symbol of pain
4th—ball lightning, black tentaclesS, detect scrying, dimension doorS, enervation, greater invisibility, resilient sphere, remove curseOP
3rd—blink, daylight, enter image, fireball, gentle repose, secret page, sepia snake sigilS, stinking cloudS
2nd—darkvision, false life, glitterdustS, make whole, mirror image, resist energyOP, see invisibility, summon swarmS, webS
1st—burning hands, detect undead, disguise self, greaseS, mage armorS, magic aura, magic missile, ray of enfeeblement, unseen servantS
Preparation Ritual
Revivifying Contingency (Su) You do not spend this boon with an action. When you are affected by this boon, the first time you are reduced to 0 or fewer hit points, you immediately regain 2d6 hit points. If this is enough for you to reach 0 hit points or higher, you do not fall unconscious.
Library of the Dancer of Skins (Level 19 Universalist)
This quartet of books is held together by a shining silver strand wound around the four tomes and tied in an intricate knot. Inside, the writing is expansive and sloppy, filled with marginalia; the author's notes indicate clear excitement about her discoveries, and while the thinker is obviously brilliant, she is also apparently undisciplined.
Value 16,435 gp (20,710 gp with the preparation ritual)
Spells
9th—weird, shapechange, wish, world wave
8th—giant form II, polar ray, scintillating pattern, seamantle, trap the soul
7th—control weather, elemental body IV, phantasmal revenge, power word blind, rampart, spell turning
6th—beast shape IV, cloak of dreams, control water, fluid form, getaway, lightning field, plant shape II
5th—comet, fabricate, fire snake, geyser, hold monster, overland flight, planar adaptation, telekinesis
4th—dragon's breath, dimension door, firefall, greater invisibility, moonstruck, resilient sphere, true form, wandering star motes
3rd—blink, cloak of winds, elemental aura, fly, lightwall, shifting sands, twilight knife, versatile weapon
2nd—arrow eruption, dust of twilight, elemental speech, alter self, fire breath, accelerate poison, share language, slipstream
1st—alter winds, ant haul, endure elements, feather fall, flare burst, identify, stone fist, touch of the sea, true strike, vanish
Preparation Ritual
Defensive Boon (Su) You throw up a quick burst of arcane energy that deflects an incoming spell attack. As an immediate action when targeted with a touch spell or spell-like ability, you can spend this boon's effect to gain a +4 deflection bonus to AC against the triggering attack.
The Formulae of Master Gebr (Level 20 Alchemist)
These four cloth-bound books are neatly printed—as with a printing press or some other form of mechanical transcription—with a title page, a table of contents, and a useful cross-referenced index. They have been treated well and are clearly reference works, rather than laboratory notes; the writer was obviously a most disciplined and focused inventor.
Protection The cover is treated with tears of death poison (contact; save Fort DC 22; onset 1 minute; frequency 1/minute for 6 minutes; effect 1d6 Con damage and paralyzed for 1 minute).
Value 6,615 gp (11,115 gp with the preparation ritual)
Formula
6th—elemental body III, form of the dragon I, heal, shadow walk, transformation, twin form
5th—delayed consumption, dream, elude time, nightmare, overland flight, resurgent transformation, spell resistance
4th—detonate, dragon's breath, fire shield, fluid form, greater invisibility, neutralize poison, stoneskin, universal formula
3rd—absorbing touch, amplify elixir, bloodhound, displacement, draconic reservoir, haste, heroism, seek thoughts, thorn body
2nd—alchemical allocation, barkskin, bull's strength, cat's grace, elemental touch, fire breath, perceive cues, see invisibility, transmute potion to poison, vomit swarm
1st—bomber's eye, comprehend languages, crafter's fortune, disguise self, endure elements, keen senses, negate aroma, shield, stone fist, touch of the sea
Preparation Ritual
Spontaneous Bomb (Su) When it comes to bombs, you have a special trick up your sleeve. Once per day as a swift action, you can apply a discovery that you qualify for (but do not already know) to a bomb. This does not allow you to stack non-stacking discoveries on a bomb.
Mastery of Word and Thought (Level 20 Enchanter)
This massive tome is the size of four normal spellbooks, bound in leather as hard as plate armor and stitched together with strands of thin, pliable metal rather than thread. Toward the end is a list of names, each crossed out.
Protection Symbol of death on the first page of the book (Fort DC 22)
Opposition Schools Conjuration, illusion
Value 22,675 gp (27,265 gp with the preparation ritual)
Spells
9th—dominate monsterS, foresight, mage's disjunction, mass hold monsterS, mass suffocation, power word killS, time stop
8th—bindingS, clone, irresistible danceS, mind blank, polymorph any object, power word stunS, sunburst
7th—deflection, greater arcane sight, instant summonsOP, limited wish, mass hold personS, plane shiftOP, power world blindS, resonating word, symbol of stunningS
6th—cloak of dreamsS, , contingency, enemy hammer, forceful hand, greater dispel magic, geas/questS, legend lore, mage's lucubration, true seeing
5th—dismissal, dominate personS, fabricate, forced hand, icy prison, feeblemindS, mage's private sanctum, permanency, prying eyes, teleportOP
4th—bestow curse, crushing despairS, dimensional anchor, fear, moonstruckS, , resilient sphere, stone shape, stoneskin
3rd—fireball, fly, greater magic weapon, heroismS, loathsome veil, nondetection, protection from energy, symbol of peaceS, , suggestionS
2nd—arcane lock, continual flame, false life, hideous laughterS, magic mouthOP, mirror imageOP, resist energy, rope trick, see invisibility, touch of idiocyS
1st—alarm, charm personS, feather fall, forced quiet, hydraulic push, identify, magic missile, memory lapseS, , ray of enfeeblement, shield, unseen servantOP
Preparation Ritual
Curse of Names (Su) When you are finished preparing your spells with this book, write the proper name of a single creature among the list of names in this book. As a swift action, when you are within 30 feet of the named creature, you can call out its name to bestow the curse of names on it. This spends the boon's effect. The target creature takes a –2 penalty on all attack rolls, and a –4 penalty on all attack rolls against you, for 1 minute. When you activate this curse, the name is crossed out in the back of the book. That creature cannot be the target of a curse of names originating from you ever again. The penalties of two instances of curse of names on the same creature do not stack.