Bartimus Rakkir's Library

  • Acarneon's Book of Well-Kept Secrets is a slender and pedestrian-looking printed book that appears at first to have nothing but blank pages inside. Attuning or an Identify spell will reveal that a creature can focus on an empty page as a Bonus Action 1/day, and the page will fill in with printed text in a language the holder understands, detailing a secret, rare fact, hidden knowledge (anything of the like) completely at random that it can fit within the single page. The information can range from anything to as small as the knowledge that strangers living down the street are having an affair, to the hidden location of a powerful magical artifact. A player may make an Arcana check DC20 prior to consulting the book, and if successful, the information disclosed is straightforward; otherwise the knowledge is delivered in the form of a riddle that will hide whether the fact is trivial or world-shattering.
  • Paranoia is Perfect Awareness, a long double-wound scroll tassled and wrapped in purple Tozzite carpet. This conspiracy-spinning rant of an otherwise unknown scholar requires ten minutes of uninterrupted reading in order to gain any benefit, and a DC20 intelligence check, on each use; success grants 8 hours of advantage on rolled perception checks and a +5 to passive checks. On a failed intelligence check when reading the scroll, the reader is beset with an irrational paranoia regarding the next non-stranger they meet after reading it, and will interpret anything that person says or does as an obvious lie or attempt to trick or trap the reader. It's possible that the person really is trying to lie to them, of course, in which case they're correct. The scroll has no other effect until the following dawn, when it may be used again.
  • Hyperasterion of the Cacogens is a strange metallic book binding about 50 flexible sheets of black mica, the writing illuminated from within in shades of green, blue and orange as if grown inside the pages. It is written in an excessively old version of Elven that requires either magical language abilities or for a speaker of Elven to roll a successful DC24 Intelligence check to interpret. 3d6+12 hours must be spent reading and interpreting the contents. The contents of the book are dramatically different every time it is read, and the subject matter is always potentially mentally damaging, but the net effect is always the same - the book grants arcane spellcasters advantage on spell attack rolls cast against another spellcaster, and triple rather than double damage should they score a critical hit on a spellcaster, for the next 24 hours.
  • The Dunaeaon: This spellbook contains magical information regarding the manipulation of Dunamis, known as Dunamancy in esoteric circles, and can deliver one such spell for a Wizard's use each day. A wizard must attune to it, and once attuned, spend a bonus action to receive one spell by rolling 2d8 and choosing from the list of Dunamancy Spells. They may then copy (as an action) this spell into their spellbook for future use, or cast immediately, requiring a normal spell slot, etc. Once cast, the spell is gone and subsequent uses of the Dunaeaon will still deliver 1 random spell, each 24 hours.
  • Morality Undone: See the book in this Worldanvil.
  • Let Licentiousness Be Law: The unholy book of the Carpocratian Cult, a degenerate testimony of obscene blasphemies against the Gods, the Fiends, the Celestials and anything else claiming divine power. In addition to detailing their foul rites and orgiastic rituals, the book can also serve as a route for conjuring Graz'zt and the demons in his employ. 3d4+4 hours of study and the blood of a humanoid slain within the past 24 hours before the study began will grant one casting of Summon Greater Demon at 7th level (CR8 or below), with the Demon remaining under the caster's control for 1 hour. The blood is drawn in a circle and either protects what is inside it, or outside of it, from the Demon. The book also contains the steps in detail for a larger ritual for summoning and binding Graz'zt himself to service for 1 hour, but many other unwholesome components are also required for that beyond humanoid blood, including the feather of a Celestial who died in agony, a crystal cup of water from the River Styx, and the blood sacrifice of an unwilling mortal virgin of CHA 16 or higher.
  • The Book of Vile Darkness in Rakkir's library is a somewhat declawed copy of the original and 'true' book, as are most copies. His is a loose conglomerate of paper, vellum, flesh and organ meat with words written in blood, black ink, staples and children's tears between plates of infernal iron. A creature must first attune to the book to study it, and then once attuned to the book must spend 2d4 x 10 days reading and studying it to digest its contents and reap its benefits. The creature can then freely modify the book’s contents, provided that those modifications advance evil and expand the lore already contained within. Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil. Its additional powers (this copy only)
    • Minor Beneficial Property: While attuned to the artifact, gain proficiency on Medicine checks.
    • Minor Beneficial Property: While attuned to the artifact, you can use an action to cast true from it.
    • Minor Beneficial Property: While attuned to the artifact, you can't be charmed or frightened.
    • Major Beneficial Property: While attuned to the artifact, you can't be blinded, deafened, petrified or stunned.
    • Minor Detrimental Property: While attuned to the artifact, you emit a sour stench noticeable from up to 10 feet away.
    • Minor Detrimental Property: While you are attuned to the artifact, animals within 30 feet of you are hostile toward you.
    • Minor Detrimental Property: While attuned to the artifact, you are physically ill and have disadvantage on any ability check or saving throw that uses Strength or Constitution.
    • Major Detrimental Property: You take 8d10 psychic damage when you become attuned to the artifact.
    • Major Detrimental Property: The artifact houses a bodiless life force that is hostile toward you. Each time you use an action to use one of the artifact’s properties, there is a 50 percent chance that the life force tries to leave the artifact and enter your body. If you fail a DC 20 Charisma saving throw, it succeeds, and you become an NPC under the DM’s control until the intruding life force is banished using magic such as the dispel evil and good spell.
    • Adjusted Ability Scores: After you spend the requisite amount of time reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can’t adjust your ability scores again.
    • Mark of Darkness: After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile darkness. Your eyes turn orange and demonic and your eye sockets turn a solid inky black, and your voice becomes raspy and evil. The mark of darkness grants you advantage on Persuasion checks made to interact with evil creatures and Intimidation checks made to interact with non-evil creatures.
    • Command Evil: While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil target (save DC 18 or your spell DC, whichever is higher). You can’t use this property again until the next dawn.
    • Dark Lore: While attuned, you can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, double your proficiency bonus on that check.
    • Dark Speech: While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite words from its pages in a foul language known as Dark Speech. Each time you do so, you take 1d12 psychic damage, and each non-evil creature within 15 feet of you takes 3d6 psychic damage.
    • Lich Ritual: While attuned to the book, you know the specifics of the ritual required for the creation of a soul phylactery and transformation of oneself into a Lich. Should you choose to undertake the process, the DM will give you a series of components that must be acquired and, once they have been assembled, you will roll a series of wisdom, intelligence, constitution and charisma ability checks for success. If all are passed successfully, your character becomes a playable lich PC, conforming to all the stats in the Monster Manual including alignment, spellcasting, hit points, etc. If any skill checks are failed, your character becomes a Boneclaw NPC under the control of the DM.
  • The Book of Arcane Secrets, a delicate folio written on plain paper in light grey ink. The leather exterior has been badly burned by lightning. Requires 1d6+12 weeks of research for a wizard or warlock to study and comprehend. At the end of that period, the reader makes a DC20 intelligence check. On a success, the reader gains advantage permanently on arcana checks. On a failure, the reader permanently loses 1 point of Intelligence.
  • The Profane Leaves of Bodva: This compendium is bound in leather, and takes 1d4+2 hours to read. It bestows advantage on herbalist kit and alchemy kit skill checks made thereafter by the reader.
  • The Astral Tome of Cene: This unnaturally light book for its size is written in red wax upon paper and bound in leather with copper hinges and fittings. It can be opened only when the cover is in natural starlight. It takes 2d4+4 hours to read, and gives the reader advantage on attacks against aberrations made thereafter by the reader.
  • Gwari's Grimoire of Battle: This flawless libram is bound in gold plates set with amber. It is locked by magic, and can be opened only within magical Silence. Upon opening, a Bestial Spirit conforming to a casting of Summon Bestial Spirit appropriate to the environment of the caster (air, land or water) at 7th level springs forth from the pages, which snap closed and cannot be reopened until the next dawn. The spirit remains until an hour has elapsed or it is reduced to zero hit points.
  • The Leaves of Albarcinex: This large compendium is bound in white leather trimmed with sable fur. It is written in Draconic, reputedly by the ancient white dragon Albarcinex herself. An individual who reads this tome, which requires 2d12+12 hours over a minimum of 6 days, gains resistance to cold damage and immunity to being Frightened for the following 4 days (96 hours).
  • The Heavenly Halo of Orabiel: This set of 5 white scrolls is contained in a white gold case. It is locked by magic, and can be opened only by a child's prayer. This collection contains the spells Alarm, Burning Hands, Charm Person, Protection from Evil and Good, and Shield, which can be used individually once per day; the scroll disappears upon use and reappears rolled up in the case on the following dawn. Studying the scrolls collectively for 2d6+6 hours grants resistance to damage from all nonmagical weapons (normal piercing, slashing and bludgeoning) for the same number of days thereafter as the study required.
  • Faiths and Avatars: This compendium is written in pitch and bound in monstrous hide trimmed with bone. Several of its pages are cemented together with silver wax. An individual who reads this tome, which requires 3d8+8 hours over a minimum of 4 days, gains advantage on Religion checks thereafter, but loses 1 point of STR permanently. Magical removal of curses removes both effects.
  • The Cords of Bori: This set of scrolls is bound by leather cords. This ancient spellbook contains the spells Arcane Lock, Cloud of Daggers, Continual Flame, Enlarge/Reduce, Hold Person, Misty Step, Phantasmal Force, and Shatter.
  • Thrinain's Articles: This modest tome is written on perpetually damp parchment, bound in leather trimmed with leopard fur. This spellbook contains the spells Charm Person, Chromatic Orb, Comprehend Languages, Disguise Self, False Life, Find Familiar, Fog Cloud, Ray of Sickness, Shield, and Silent Image. Casting Find Familiar from this tome will produce an Awakened Panther with an intelligence of 12. This panther will always provide the help action (granting advantage on the check to the caster) on its turn whenever the caster uses an action to make a strength, wisdom or intelligence-based ability or skill check.
  • The Many Fangs of Furiel: This libram is bound in monstrous hide. This spellbook contains the spells Acid Splash, Blade Ward, Chill Touch, Mending, Message, Prestidigitation, Ray of Frost, Shocking Grasp, and True Strike. This book penalizes monsters of type Monstrosity with disadvantage on melee and ranged magical or physical weapon attacks, and grants the wielder advantage on any saves made against a creature of that type. The book must be grasped in the hand and visible to the monstrostity for this effect to occur.
  • The Primordial Incunabulum: This book is bound in stained glass plates. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains the ability to read and speak Primordial until the next time they fail an intelligence save.
  • The Demonic Apocrypha of Throri: This large spellbook is bound in steel with hinges and fittings made of demonic spiderweb. This spellbook is written in Undercommon and contains the spells Enlarge/Reduce, Hold Person, Locate Object, Phantasmal Force, Scorching Ray, See Invisibility, Spider Climb, and Web, and when the reader has attuned to it, grants advantage on charisma-based checks when interacting with Drow. It is an item of great interest to the Drow Harmonium, who believe it was created by a great Archanomancer of ages past.

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