Book of Dreams

The stories in the book of dreams are centered around themes that resonate between the Prime Material Plane and the Dream Plane. Readers of a book of dreams travel into the Dream Plane as they sleep, appearing in whatever form is negotiated between the character’s will and the passage read. Readers remain on the Dream Plane for the duration of their sleep cycle. If awakened, readers are immediately whisked back to the plane on which the books are read.

Minor tomes allow passage to the Dream Plane for an hour, and Greater/Major tomes transport readers to the Dream Plane indefinitely. There are none too rare cases of adventurers having disappeared for long period of time, only to return to the Prime Material Plane acting like the creature form that represented them in the Dream Plane.

Price: 10,000gp. Books of dreams require Craft Wondrous Item, plane shift, and dimensional anchor to construct.


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Book of Escape

This book, when any passage is read from it, transports the reader to a location considered safe by the the reader. This can be anything to a decadent palace to a crib in her parents’ home. This depends on the reader and how well the player rolls when the book is read. Higher rolls mean more lavish accommodations, lower rolls more spartan ones. The effect is that of a word of recall spell. The book can be reread, though any passage already read loses its value for any given reader. A typical book of escape has 150 passages for each reader.

This tome led to the meaning of the term “book” meaning to run from a situation.

Price: 2,500gp. It requires the ability to Craft Wondrous Item and word of recall to create a book of escape.


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Tome of Ensnarement

If read, this tome traps the reader, not allowing them to stop reading until the entire book is complete. This takes varying amounts of time, depending on the intelligence of the reader and the length of the book. The effect requires a DC 35 Will save to avoid.

Minor tomes number a hundred or so pages and are DC 20, and Greater/Major tomes number in the thousands and are DC 30 to avoid. Many an adventurer has met their demise by these tomes, which is why the major ones tend to be found with a desiccated corpse close at skeletal hand.

Price: 20,000gp. Tomes of ensnarement require Craft Wondrous Item, hold monster and dimensional anchor to construct.


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Book of Transport

Upon reading from one of these mystical tomes, the reader is transported to the location described within. The book does not travel with the reader, but all other items worn or carried by the reader travel with her.

The reader must be able to read the language that the book of transport is written in.

Major conjuration; CL 13th; Craft Wondrous Item, teleport and plane shift; Price 50,000 gp; Weight 3 lb.

Minor versions exist that only teleport the reader, restricting the use of the book to the current plane.

Moderate conjuration; CL 9th; Craft Wondrous Item, teleport; Price 25,000 gp; Weight 3 lb.


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Book of Blindness

A book of blindness looks like a normal tome on some very interesting topic, with the exception that an malicious-looking eye graces the leather cover. Any character who opens the work and reads so much as a single word therein must make two DC 15 Will saves. The first governs the left eye, the second the right. Failing either of these rolls causes the reader blindness in the associated eye. If both rolls are failed, then both eyes become blinded. To destroy the book, a character must burn it while casting remove curse. If the book is placed with other books, its appearance instantly alters to conform to the look of those other works, with the exception of the malicious eye that etches itself into the cover of the new book.

Moderate enchantment; CL 10th; Craft Wondrous Item, blindness; Price 1,500 gp.


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