Illumination. The spellbook sheds dim light in a 15-foot radius, It can switch the radius to up to 30 foot or down to 5 foot after it casts a spell of first level or higher.
Magic Resistance. The spellbook has advantage on saving throws against spells and other magical effects.
Spellcasting. The spellbook is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The book requires no components to cast its spells, which are limited by nothing but what was written in them. The spells shown here are examples of a typical mage spellbook. It has a number of spell slots for each level equal to the amount of spells of that level in it minus one (minimum of one).
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (7 slots): detect magic, mage armor, magic missile, shield, burning hands, ice dagger, color spray, sleep
2nd level (4 slots): misty step, suggestion, scorching ray, shatter, aganazzar's scorcher
3rd level (6 slots): counterspell, fireball, hypnotic pattern, lightning bolt, blink, slow, haste
4th level (4 slots): greater invisibility, ice storm, wall of fire, dimension door, fire shield
5th level (3 slots): cone of cold, wall of stone, wall of force, summon elemental
Multiattack. The spellbook uses shocking bolt twice. If it can it casts a spell of 4th level or lower.
Shocking Bolt. Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 17 (5d6) lightning damage and the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn. If there is a creature within 25 feet the spellbook can make one shocking bolt attack on the creature, losing 3 (1d6) damage every time it jumps (up to four times).
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