Tomes of Arcane Might

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Tomes of Arcane Might

Greetings, fledgling spellcrafter! This homebrew project introduces a new type of


magic item to Pathfinder Second Edition, the tome. Tomes are the counterpart to
staves, offering a different way of improving a spellcaster’s might.
This project is a little different from anything I’ve previously worked on, as it both
introduces a new item type, as well as several surrounding rules and player options.
Regardless, I’m quite pleased with how it turned out, and I hope any GMs out there
will find this useful or at least interesting! Feedback is as always appreciated, I’ve tried
to aim for a balance point that puts these items somewhat equal to staves, where
some characters might prefer one over the other.
This project also reintroduces an old artifact, the Codex of the Infinite Planes. Artifacts
are really fun to make, but creating a bigger item such as this comes with its own
challenge of course. I hope my take on this legendary item truly does it justice!

Table of Contents
Tome rules…………………………………………………………………………………………………...2
Tomes…………………………………………………………………………………………………………..3
Tome attunement wizard thesis……………………………………………………………………6
Codex of the Infinite Planes…………………………………………………………………………..7
Tomes
While some spellcasters prefer the raw power offered by a magical staff, others seek to
harness the unique advantages of the tome. A spellcaster must charge their tome in the heat
of battle, storing power until the right moment presents itself to unleash deadly magic.

Casting Spells from a Tome


A tome gains charges via the Charge a Tome activity. The person who is attuned to a tome
can expend the charges to cast spells from it. You can Cast a Spell from a tome only if you
have that spell on your spell list, are able to cast spells of the appropriate level, and expend a
number of charges from the tome equal to the spell’s level. Casting a Spell from a tome
requires holding the tome (typically in one hand) and Activating the tome by Casting the
Spell, which takes the spell’s normal number of actions. If the tome lists additional ways to
gain charges, it must be wielded in order to gain these charges.
Use your spell attack roll and spell DC when Casting a Spell from a tome. The spell gains the
appropriate trait for your magical tradition (arcane, divine, occult, or primal) and can be
affected by any modifications you can normally make when casting spells, such as
metamagic feats. You must provide any material components, cost, or focus required by the
spell, or you fail to cast it.

Charge a Tome [one-action]

Interact Concentrate
Requirement you are in encounter mode
You expend a prepared spell or spell slot, and the tome gains a number of charges equal to
the level of the expended spell. Unless you are in encounter mode, a tome loses all charges
after 10 minutes. A tome can hold a maximum number of charges equal to the highest-level
spell slot you have.

Max Level
Each tome has a listed max level. Any spell inside a tome can be heightened to any level up
to that level when cast from a tome.

Attuning to a Tome
To use a tome, you must first attune to it during your daily preparations. You can only attune
to one tome at a time, and you cannot both attune to a tome and also prepare a staff.
Tome of Prayer Item 3

Uncommon Evocation Magical Tome


Usage held in 1 hand; Bulk 1
Price 55 gp

This tome always comes in the form of the holy scriptures of a religion. In addition to the
spells, this tome also contains the Consecrate ritual. If the primary caster is wielding this
tome during a Consecrate ritual, each caster gains a +1 item bonus to any skill checks they
make as part of that ritual.

Max Level 2; Spells bless, restoration


Activate [one-action] Charge a Tome
Activate Cast a Spell; Effect you expend a number of charges from the tome to cast a spell
from its list.

Tome of Prophetic Sight Item 3

Divination Magical Tome


Usage held in 1 hand; Bulk 1
Price 70 gp
This tome is adorned with a silver spine, and a large eye insignia. Whenever you take your
turn before anyone else in a combat encounter, the tome gains 1 charge.
Max Level 1; Spells anticipate Peril, true Strike
Activate [one-action] Charge a Tome

Activate Cast a Spell; Effect you expend a number of charges from the tome to cast a spell
from its list.

Tome of Undeath Item 5

Uncommon Necromancy Magical Tome


Usage held in 1 hand; Bulk 1
Price 200 gp
This tome is bound in untreated skin which has somehow remained untouched by decay. In
addition to the spells, this tome also contains the Create Undead ritual (3rd level). If the
primary caster is wielding this tome during a Create Undead ritual, each caster gains a +1
item bonus to any skill checks they make as part of that ritual.

Max Level 3; Spells animate Dead, ray of Enfeeblement


Activate [one-action] Charge a Tome
Activate Cast a Spell; Effect you expend a number of charges from the tome to cast a spell
from its list.
Tome of Memory Item 7

Enchantment Magical Tome


Usage held in 1 hand; Bulk 1
Price 340 gp

This small leather tome appears quite unremarkable, yet its appearance is difficult to forget.
Instead of losing all charges after 10 minutes pass outside of encounter mode, the tome
loses 1 charge per 10 minutes passing outside of encounter mode.
Max Level 4; Spells déjà vu, hypercognition

Activate [one-action] Charge a Tome


Activate Cast a Spell; Effect you expend a number of charges from the tome to cast a spell
from its list.

Tome of the Armory Item 9

Conjuration Magical Tome


Usage held in 1 hand; Bulk 1
Price 600 gp
This sturdy tome is bound partially in metal, and bears the insignia of a noble house or
militia.

Max Level 5; Spells magic Weapon, weapon Storm


Activate [one-action] Charge a Tome

Activate [one-action] Interact; Effect you expend 1 charge from the tome to draw a weapon from it.
The weapon can be any common simple or martial weapon, and disappears after 1 minute.
Activate Cast a Spell; Effect you expend a number of charges from the tome to cast a spell
from its list.

Tome of Burning Item 10

Evocation Fire Magical Tome


Usage held in 1 hand; Bulk 1
Price 1000 gp
To the untrained eye, this tome appears to be a wholly unremarkable, sooty and burned
book. Each creature that fails its save against a spell from this tome also takes 1d6 persistent
fire damage.

Max Level 5; Spells burning Hands, fireball, summon Elemental (can only summon creatures
with the fire trait)
Activate [one-action] Charge a Tome
Activate Cast a Spell; Effect you expend a number of charges from the tome to cast a spell
from its list.
Tome of Beasts Item 11

Uncommon Magical Transmutation Tome


Usage held in 1 hand; Bulk 1
Price 1200 gp

This tome is adorned with many animal fetishes, and woodland creatures seem to take note
whenever it is used. In addition to the spells, this tome also contains the Awaken Animal
ritual. If the primary caster is wielding this tome during an Awaken Animal ritual, each caster
gains a +1 item bonus to any skill checks they make as part of that ritual.

Max Level 6; Spells animal Form, bestial Curse, baleful Polymorph


Activate [one-action] Charge a Tome
Activate Cast a Spell; Effect you expend a number of charges from the tome to cast a spell
from its list.

Tome of Charging Missiles Item 11

Evocation Magical Tome


Usage held in 1 hand; Bulk 1
Price 1400 gp
This small tome is covered in glyphs and arcane symbols. At the start of each of your turns
during an encounter, the tome gains 1 charge.
Max Level 5; Spells magic Missile
Activate [one-action] Charge a Tome

Activate Cast a Spell; Effect you expend a number of charges from the tome to cast a spell
from its list.

Tome of the Thunderstorm Item 13

Electricity Magical Tome


Usage held in 1 hand; Bulk 1
Price 3000 gp
This tome crackles with power, seemingly threatening to release ferocious lightning at a
moment’s notice. Electricity spells cast with this tome deal an additional 2 damage.
Whenever you Charge the Tome, this bonus increases by an additional 2 damage until you
Cast a Spell with the tome.
Max Level 7; Spells lightning Bolt, lightning Storm, chain Lightning

Activate [one-action] Charge a Tome


Activate Cast a Spell; Effect you expend a number of charges from the tome to cast a spell
from its list.
Arcane Thesis
Tome Attunement
Your findings have led you to understand the finer points of using tomes to fuel your magic,
which you now do with maximum efficiency. You’ve constructed a makeshift tome, thereby
furthering your understanding of its inner workings.
You begin play with a makeshift tome of your invention. It contains one 1st-level spell from
your spellbook. You can Craft your makeshift tome into another type of tome for the new
tome’s cost, adding the spell you originally chose to the tome you craft. You can also Craft
additional makeshift tomes, which have a cost of 10 gp. When you do, any previous
makeshift tomes lose their magic and any new tome created using a makeshift tome loses its
additional spell. You gain the Siphon Tome action.

Siphon Tome [one-action]

Interact Concentrate
Frequency once per day
You extract the energy from your tome. Expend any number of charges from a tome you are
wielding, and regain a prepared spell slot you’ve already used today with a level equal to the
number of charges spent. The prepared spell in this slot is the same as what you originally
prepared for it.
Codex of the Infinite Planes Item 30

Unique Artifact Conjuration Magical Tome Transmutation


Usage held in 2 hands; Bulk 6
Price –

The Codex of the Infinite Planes is filled to the brim with elemental power and knowledge of
the multiverse, such that it could destroy entire worlds. Whenever the wielder casts a spell
from the Codex, they must attempt a DC 45 arcana check to keep the book’s overwhelming
power under their control. If they fail at this check, a minor calamity occurs after the spell is
cast, or a major calamity on a critical failure. While a calamity is occurring, the Codex closes
and cannot be used to cast spells until the calamity is over or it is forcibly opened with a
successful DC 50 athletics check. All calamities have a spell DC of 45 unless otherwise noted.
The Codex also contains the rituals Planar Binding, Freedom, Imprisonment and Create
Demiplane, all heightened to 10th level. If the primary caster is wielding this tome during one
of those rituals, each secondary casters gains a +3 item bonus to any skill checks they make
as part of that ritual, and the primary caster instead gains a +5 item bonus. If a ritual critically
fails while the primary caster is wielding the Codex, the primary caster must succeed a DC 50
arcana check or a major calamity occurs at the ritual’s location.

Max Level 10; Spells summon Elemental, teleport, gate, wish


Activate [one-action] Charge a Tome
Activate [free-action] Envision; Frequency once per day; Effect the Codex immediately gains 10
charges. The next time the Codex is used to Cast a Spell, the DC to prevent a calamity
increases by 2.
Activate Cast a Spell; Effect you expend a number of charges from the tome to cast a spell
from its list.
Destruction a creature who has survived each of the book’s major calamities can tear the
book to shreds and consume the pages. If that creature is capable of casting 10th level spells,
it permanently gains an additional 10th level spell slot, and the book is destroyed.
1d20 Minor Calamity Major Calamity
1-5 The Codex casts meteor For the next 10 minutes, the Codex casts meteor
swarm, targeting the swarm at the start of each round, targeting creatures
caster with one meteor within range at random. After that time has passed, a
and randomly selecting massive meteor impacts onto the Codex, dealing
targets within range for 20d10 bludgeoning damage and 25d6 fire damage
the others. to each creature and object within 500 feet of the
Codex (basic reflex save, DC 60). This leaves a
massive crater around the book.
6-10 The Codex casts The Codex casts earthquake heightened to 10th level
earthquake, with the with the burst centered on the caster. This
burst centered on the earthquake is particularly destructive; the flat DC for
caster. a collapse is 5 lower for all structures.
11-15 The Codex summons a The Codex opens a gate to another plane (such as
creature from another the abyss), causing 1d4 creatures to appear at the
plane which is at least start of each round. The creatures are at least level
level 20. The GM 16, and are hostile to the caster and their allies. After
determines what 4 rounds, a creature which is at least level 20
creature is summoned. emerges, and after 8 rounds a creature which is at
The creature is hostile to least level 24 emerges. After 1 minute, the gate
the caster and their closes. The gate can be counteracted by a 10th level
allies. dispel magic or a wish (DC 45).
16-19 The Codex transports The caster and each creature within 60 feet is
the caster to a different transported to a different plane (chosen by the GM).
plane (chosen by the They leave all possessions behind other than
GM). The Codex is left mundane clothing. Each spellcaster transported this
behind. way must roll a d10. They lose all spell slots and
prepared spells with a level equal to or higher than
the number rolled until their next daily preparations.
20 The caster must succeed As per the minor calamity, and each creature within
a DC 50 fortitude save or 500 feet of the Codex must succeed a DC 40
die. fortitude save or die. The souls of each creature who
dies this way melds together into one, destroying
any semblance of who they were before and
preventing any form of resurrection.
This homebrew project was created by Henrio. Thanks to pathfinder unofficial discord
members for giving their thoughts and feedback on early versions of this document.
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