101 Spellbooks, Tomes, and Grimoires - 3.5e

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Requires the use of the Dungeons and Dragons® Player’s Handbook, Third Edition, Published by Wizards of the Coast. ®

Introduction Open Game Content

All wizards possess spellbooks. Even the lowest of apprentices keep a spellbook in which they note not only the spells they have learned but also the lessons taught to them by their mentors. Some spellbooks detail the creation of life, the secrets of slaying dragons, and even greater knowledge. Others are cursed, or trapped, or harmful to the unsuspecting in some way or another. Every book is unique. This book is designed for the use of players and gamemasters. These pages present 101 different books for use in any d20 fantasy campaign as well as the spells, feats, and skills presented in some of the books. Like all d20 supplements it is the duty of the gamemaster to determine what material, if any, is permissible in his campaign. Player’s may argue for the inclusion of some (or all) of the material in this book into their current campaign but as always the GM is the final arbiter of the rules used in his games.

All of the text in this book is presented as open game content. You may use this content in your own work as long as you follow the terms of the license. The Open Game License is printed at the end of this book. The layout, graphics, and illustrations presented in this book are not open game content. You may not distribute this PDF without permission of the author.

101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires is copyright © 2002 Philip Reed. Artwork copy ri g h t www.arttoday.com and Elmore Productions, used with permission. All text in this book is designated as open game content. You may not distribute this PDF without permission of the author. Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast and are used with permission.

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