you read the title, I'm running a campaign and the next place the PCs are going is a great big fantasy library (there's some catacombs underneath) and I want to be prepared for that inevitable player who asks what books are on the shelves
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Pronouns: Any/All
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes /general of the goose horde /Moderator of Vinstreb School for the Gifted /holder of the evil storyteller badge of no honor /king of madness /The FBI/ The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
My players recently found a shop that sells spell books among others. The spell books I had in there were:
Tome of Abjuration - a collection of abjuration spells
Tome of Divination - same for divination spells
Tome of Defenestration - all spells for throwing stuff or knocking people away.
Spellslinger's Guide to Throwing Hands - all "hand" themed spells
The Book of Big Balls - all of the ball, orb, and sphere spells
For regular books, you might consider having some about different monster types, history of local areas or notable figures, or some other broad categories of lore. Maybe give someone advantage on their next knowledge check if they spend some time researching, or give them a few interesting tidbits that might not come up in normal conversation.
The 5e Random Tome Generator at Donjon can be an asset in building interesting libraries. It does not violate copyright, inspires new adventure ideas, and is also easy to say, "Nah, let's tweak that result instead of keeping it as is."
My players recently found a shop that sells spell books among others. The spell books I had in there were:
Tome of Abjuration - a collection of abjuration spells
Tome of Divination - same for divination spells
Tome of Defenestration - all spells for throwing stuff or knocking people away.
Spellslinger's Guide to Throwing Hands - all "hand" themed spells
The Book of Big Balls - all of the ball, orb, and sphere spells
For regular books, you might consider having some about different monster types, history of local areas or notable figures, or some other broad categories of lore. Maybe give someone advantage on their next knowledge check if they spend some time researching, or give them a few interesting tidbits that might not come up in normal conversation.
This is potentially a dangerous series of books if you have a wizard PC, just as a warning. That's a lot of spells they'll be able to copy into their book.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
If they have the gold to buy the book, and then the gold to copy it into their own spellbook, that is. My group's wizard can realistically only afford one of them.
Also, perhaps bad wording on my part: the ones phrased as "all spells that do x" are meant as "every spell in here does x", not as "this book has every instance of x". Each book has 3-6 spells in it.
If you're just looking for interesting-sounding books to fill out the shelves, rather than things that have specific benefits or spells, you could check out the list of books in Skyrim. I've used that for inspiration in the past. https://elderscrolls.fandom.com/wiki/Books_(Skyrim)
Also, here are some titles I've used when my own players visit libraries. Again, it's not specifically related to magic or spells, so I'm not sure how much use you'll have for them:
Late to the party, thought I would place some in anyway
All that slithers is gold: book about harvesting snakes for venom. Reading it requires a DC 12 wisdom check to notice that it is written in potent snake venom that is still hazardous to the touch. On a failure the reader is poisoned.
Book of places: A book filled with different maps, except someone has scribbled crude drawings with crayons until it is illegible. The only readable map is one of the library the players are currently in, with a small drawing of the players reading the book, scrawled exactly where they are now. The book is not magical
The laws of (town): an extensive and very neat rulebook, dictating every law that has been passed or suggested in the history of the town, as well as a page showing portraits of all of the rulers. It slams shut on the fingers of anyone who tries to dog ear the pages or lick their finger to turn the page, and talking too loud while it is nearby will cause it to open to the portrait page where they will shush you.
Water, water, everywhere: A book about sea life, identifying fresh water, as well as some anecdotes on the elemental planes of water. The pages are soggy and heavily water damaged, but slightly readable.
Short stories of short swords: a book of stories told from the position of a magical shortsword. The pages give many paper cuts.
Scratch and sniff monsters. A book filled with descriptions of monsters, complete with colored illustrations and small patches of associated monster scent. Scratching and sniffing the page about troglodytes poisons you for 10 minutes.
All that is old and dry: a leather bound scientific journal, written about an archaeologist's findings related to desert beasts. The journal is covered in dust and sand, and a crows femur is being used as a bookmark.
If you have a player that wants to mess with you and have you tell them the contents, the Baldur's Gate game books are great for that. Read out the contents of a few books while jotting down the titles. Then wait 31 in game days so that Keen Mind doesn't apply and have them answer questions based on what you were forced to read. "You asked me about it so you were taking notes, right?"
you read the title, I'm running a campaign and the next place the PCs are going is a great big fantasy library (there's some catacombs underneath) and I want to be prepared for that inevitable player who asks what books are on the shelves
Pronouns: Any/All
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes /general of the goose horde /Moderator of Vinstreb School for the Gifted /holder of the evil storyteller badge of no honor /king of madness /The FBI/ The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
My players recently found a shop that sells spell books among others. The spell books I had in there were:
For regular books, you might consider having some about different monster types, history of local areas or notable figures, or some other broad categories of lore. Maybe give someone advantage on their next knowledge check if they spend some time researching, or give them a few interesting tidbits that might not come up in normal conversation.
The 5e Random Tome Generator at Donjon can be an asset in building interesting libraries. It does not violate copyright, inspires new adventure ideas, and is also easy to say, "Nah, let's tweak that result instead of keeping it as is."
This is potentially a dangerous series of books if you have a wizard PC, just as a warning. That's a lot of spells they'll be able to copy into their book.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
If they have the gold to buy the book, and then the gold to copy it into their own spellbook, that is. My group's wizard can realistically only afford one of them.
Also, perhaps bad wording on my part: the ones phrased as "all spells that do x" are meant as "every spell in here does x", not as "this book has every instance of x". Each book has 3-6 spells in it.
If you're just looking for interesting-sounding books to fill out the shelves, rather than things that have specific benefits or spells, you could check out the list of books in Skyrim. I've used that for inspiration in the past. https://elderscrolls.fandom.com/wiki/Books_(Skyrim)
Also, here are some titles I've used when my own players visit libraries. Again, it's not specifically related to magic or spells, so I'm not sure how much use you'll have for them:
Basic Principles of Runic Magic
Reptiles of the Western Desert
Practical Herbology
A Reference Guide to Stone and Stonework
Wands and Wandcrafting Throughout History
A Gentleman's Guide to [Kingdom Name]
Dining Etiquette for New Nobility
Falconry: Care and Training
Heraldry of the Great Houses
The Science of Nautical Navigation
Late to the party, thought I would place some in anyway
All that slithers is gold: book about harvesting snakes for venom. Reading it requires a DC 12 wisdom check to notice that it is written in potent snake venom that is still hazardous to the touch. On a failure the reader is poisoned.
Book of places: A book filled with different maps, except someone has scribbled crude drawings with crayons until it is illegible. The only readable map is one of the library the players are currently in, with a small drawing of the players reading the book, scrawled exactly where they are now. The book is not magical
The laws of (town): an extensive and very neat rulebook, dictating every law that has been passed or suggested in the history of the town, as well as a page showing portraits of all of the rulers. It slams shut on the fingers of anyone who tries to dog ear the pages or lick their finger to turn the page, and talking too loud while it is nearby will cause it to open to the portrait page where they will shush you.
Water, water, everywhere: A book about sea life, identifying fresh water, as well as some anecdotes on the elemental planes of water. The pages are soggy and heavily water damaged, but slightly readable.
Short stories of short swords: a book of stories told from the position of a magical shortsword. The pages give many paper cuts.
Scratch and sniff monsters. A book filled with descriptions of monsters, complete with colored illustrations and small patches of associated monster scent. Scratching and sniffing the page about troglodytes poisons you for 10 minutes.
All that is old and dry: a leather bound scientific journal, written about an archaeologist's findings related to desert beasts. The journal is covered in dust and sand, and a crows femur is being used as a bookmark.
Best Spells: https://www.dndbeyond.com/spells/2190706-applause, https://www.dndbeyond.com/spells/2047204-big-ol-switcheroo, https://www.dndbeyond.com/spells/2188701-cerwicks-copper-cables
Best Feats: https://www.dndbeyond.com/feats/1512461-soapbox-revised
Best Monsters: https://www.dndbeyond.com/monsters/3775489-jar-jar-binks, https://www.dndbeyond.com/monsters/3860024-spare-ribs
There are some historical magic books that i've hear of with pretty cool names like:
If your campaign is in the Forgotten Realms then use the this list and you can use the books from the original Baldur's Gate games as well.
If you have a player that wants to mess with you and have you tell them the contents, the Baldur's Gate game books are great for that. Read out the contents of a few books while jotting down the titles. Then wait 31 in game days so that Keen Mind doesn't apply and have them answer questions based on what you were forced to read. "You asked me about it so you were taking notes, right?"
Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books, Books. Anyway Books.
Monster Fact of the Day: Tarrasque
Tarrasque's have a magical regeneration and are able to reflect spells back at its enemies
Praise Jeff with Your Hole Heart and Soul with the Sign of
DoomJOY to Come!!!!!Given modern succesful books: