A very large and thick tome, being about the size of a tower shield but much heavier, the spellbook functions like any other wizard spellbook, granting a wizard the ability to cast any spell written in it or scribe new spells, with the following special qualities:
-While holding the book it grants a +3 bonus to AC (alternatively a character may use a bonus action to open the book and place it vertically on the floor, granting cover to themselves and characters at either side of them , allowing them to benefit from the AC bonus of the book to AC and dexterity saving throws, the book still counts as being held for the purposes of using it to cast spells but you must use your action to pick it back up, if you dont meet the strenght requirement you must succeed on a DC 17 athletics check, otherwise the book falls over, no longer granting the benefits of being emplaced as cover)
-The book has a strenght requirement of 14 to hold it effectively (failure to meet the strenght requirements negates the AC bonus, the wielder loses 10 ft of movement, has disadvantage on concentration saving throws and dexterity saving throws and you must pass a DC 15 Athletics check to open the book whenever you cast a spell, failing the check drops the book)
-The book has the two handed property, requiring the character both hands to be free to hold the book
-if the creature holding the book is large or bigger they ignore the strenght requirement and two handed property, the powerful build trait doesn't give this benefits, furthermore, they only gain half cover from placing the shield on the ground
-the spellbook already contains every single spell that exists at the time of creation (if WotC releases new oficial spells after this spellbook apears in your game new blank pages will apear on the book allowing you to scribe new spells, the strenght requirement for the book increases by 1 for every 40 new blank pages created)
The only way to create this book is for a wizard to ask a mischievous entity (like fae or djinn) to grant them the wish to know every spell, after which, the wizard that made the wish becomes the book itself and only with the wish spell can they return to their original form (the book is lost once the wizard is restored and the wizard only knows the spells they knew before becoming the book), leather straps or rope can easily be attached to it to ease carrying the book as a backpack
Notes: Bonus: Armor Class, Size: Medium, while the book has no special properties to keep it from being destroyed, i personally recomend to not have the book be destroyed unless the player really pushes their luck. Ex: the book can survive being hit by a fireball in the middle of combat or if the story takes place in water it wont be ruined, just for convenience sake, but if they toss it into the campfire it will burn, also,yes, destroying the book kills the wizard that became the book
Comments