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Recently I have been fascinated with the idea of magic books as things with identity over and above individual spells. Here is a system for handling the main D&D spells using grimoires rather than generic spell books. All but eleven of the spells in Men & Magic are accounted for. Magic-users may begin with a copy of Arcana Metaphysica and with one other grimoire (choose or roll 1d12).
Researching a spell for personal use or scribing a scroll is different than creating a grimoire, which is not just a collection of spells. A grimoire is a book of power, painstakingly copied down through the ages, and often the work of an individual (perhaps mad) genius. They also often contain things like poems and chants in addition to spell formulae. Many parts of these eldritch books are unintelligible, even to magic-users. However, the spells listed have been identified by sorcerous tradition, and are commonly understood to exist, even if not all magic-users have the talent or experience to cast them safely. Individual magic-users often create spell books, but these are not grimoires and cannot be used by other wizards (though they may grant a bonus to magic research rolls if examined with the assistance of read magic). Magical spells cannot be shared like science, and often die with their creator.
Some of these grimoires contain very high level spells. Magic-users may attempt to cast or prepare spells above their normal ability, but at great risk. The casting or preparation takes 1 turn (10 minutes of in-game time). If prepared, the highest level spell slot must be used. When cast, a saving throw versus spells is made with penalty equal to spell level and bonus equal to 1/2 level. On a roll equal to or less than the spell level, the magic user suffers a catastrophic backfire. Note that the fumble range is not decreased by increasing level until the magic-user is able to prepare the spell as normal. The saving throw is not made until the moment of casting.
All grimoires are looked upon with fear and awe, but of the individual books, Arcana Metaphysica is by far the most common (relatively speaking) and least mysterious of the known grimoires. Anyone with an education will be able to identify it, and anyone carrying this book will be assumed to be a magic-user. Grimoires are quite bulky; one will occupy most of a backpack or sack. Travelling with several grimoires generally requires multiple chests and servants, or at least a pack animal with generous saddlebags.
Arcana Necromantica, Conjurations & Banishments, and The Roads Between the Stars are all considered forbidden knowledge, and will mark the possessor as a necromancer or demonologist. Even many magic-users will destroy these books if given the chance, though the status of Conjurations & Banishments is ambivalent, as the fragments do contain warding spells. Unfortunately, most of the spells of banishment have not survived.
Copying a grimoire correctly is not something that a common scribe can accomplish. It must be done in the proper ritual setting, and requires the finest materials. Costs as per magical research in Men & Magic. Arcana Metaphysica is the primary exception, often being created by a magic-user during apprenticeship (though some individuals have been able to teach themselves from a pilfered copy of the Arcana). It is also the only grimoire that a magic-user can recreate from memory if the original is lost. The great cost of creating a grimoire does not encourage experimentation, however, and small variations can sometimes doom an entire project.
(Spell levels are indicated by the number prior to the spell name.)
The Basics
Arcana Metaphysica, anonymous
- 1 Read Magic
- 3 Dispel Magic
- 4 Remove Curse
- 6 Anti-Magic Shell
Specialized Grimoires
Roll 1d12:
1. The Hidden Knowledge, attributed to Cochyla the Younger
- 1 Detect Magic
- 1 Detect Evil
- 2 Locate Object
- 2 ESP
- 3 Clairvoyance
- 3 Clairaudience
- 4 Wizard Eye
2. Realms Seen and Unseen, attributed to the Fifth Council
- 1 Light
- 2 Detect Invisibility
- 2 Invisibility
- 2 Continual Light
- 3 Invisibility, 10′ Radius
- 3 Infravision
3. The Organ of the Inner Moon, attributed to Sezius Elfblood
- 1 Charm Person
- 1 Sleep
- 3 Hold Person
- 4 Confusion
- 4 Charm Monster
- 5 Feeblemind
- 6 Geas
4. Mastering Gates, attributed to Marlow Shadow-Walker
- 1 Hold Portal
- 2 Wizard Lock
- 2 Knock
- 5 Pass-Wall
5. Codex of the Cloud-Masters, anonymous
- 2 Levitate
- 3 Fly
- 3 Protection from Normal Missiles
- 5 Telekinesis
6. Illusio, anonymous
- 2 Phantasmal Forces
- 4 Hallucinatory Terrain
- 4 Massmorph
- 6 Projected Image
7. On Essence, attributed to Caleia
- 4 Polymorph Self
- 4 Polymorph Others
- 5 Transmute Rock-Mud
- 5 Growth of Animals
- 6 Stone-Flesh
8. Arbatel of Flame
- 3 Fire Ball
- 3 Lightning Bolt
- 6 Disintegrate
9. Songs of Three Winters, attributed to Taymar the Wise
- 3 Slow Spell
- 3 Haste Spell
10. Arcana Necromantica, anonymous
- 5 Animate Dead
- 5 Magic Jar
- 6 Reincarnation
- 6 Death Spell
11. Conjurations & Banishments (fragments), anonymous
- 1 Protection from Evil
- 3 Protection from Evil, 10′ Radius
- 5 Conjure Elemental
- 5 Contact Higher Plane
- 6 Invisible Stalker
12. The Roads Between the Stars (fragments), anonymous
- 4 Dimension Door
- 5 Teleport