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Brandes Stoddard describes six sinister spellbooks, along with each's properties and associated plot hooks. Be careful how you handle the Codex of Khiruzam or the Libram of the Crimson Wasting; benefit from the illusion properties of the Green Book of Ka-Jorra or the stormy properties of Herim's Final Manuscript; read from the Prophecies of Ni-Shaan or the Fragments of the Luminous World. Each of these six spellbooks can be used to inscribe or alter your spells. Illustrated by Jacob Blackmon.

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Comments

Josh Gentry

These spellbooks are amazing! They are each distinctly useful and creepy in their own ways. What's great is that you can develop each of these plot hooks *after* players find a spellbook randomly in a chest, or introduce them as part of an adventure. Good stuff!

Joey

What do you think of this article? Let us know in the comments!

Tony K.

Great write up for each spell book, and the plot hooks are interesting and easy to weave into any adventure. This is great content.

MNBlockhead

Just to echo the other comments, I really enjoyed this article. Each spell book was evocative and had me pausing as thoughts of adventure paths formed in my imagination.

Rafael Martinez

I've had some plots on mind for an adventure based on an f-up arcane book. I'm eager to read this.