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Spell Mastery Spellbook Writeup

Each of these mystical books, once written by a great spellcaster ages past teach a spell to its
full potential to the reader. When one of these books is introduced to the game, roll
randomly for which spell attributes the book effects, then note these down, as each book
only ever teaches that spell with those increased attributes. To gain the effects of the book,
the book must be read by a caster with the ability to cast spells of the level of the spellbook.
The book takes 36 hours to read and must be read entirely over a period of 4 days. Once
this book has been read in its entirety, it loses its magic for d10 years, and that spellcaster
can cast that spell as per their Spellcasting/Pact Magic ability, with its attributes altered. If
the spell is a damaging spell, the first effect of the book is always damage maximisation,
and you roll one more attribute change on the D12 table below. If the spell does not deal
damage, roll twice for the attributes altered.
Rarity of book based on spell level.
Spell level 1-2: Uncommon
Spell Level 3-5: Rare
Spell Level 6-7: Very rare
Spell Level 8-9: Legendary

Spell Attribute table: D12


 1: Duration – doubled.
 2: Force disadvantage on saving throw against spell.
 3: Cast time (always reduced to one action if greater than an action, reduced to
bonus action OR action if action, if bonus action, becomes free action once per
round, if reaction, becomes free action once per turn.
 4: Additional targets – spell effects one more target within range if it is a single
target spell, if the spell has multiple targets, double the target amount. If range is
self and range was not also extended, reroll this result.
 5: range (if self, becomes anyone within 30ft, otherwise doubled to a minimum of
60ft)
 6: Components – no components of any kind required.
 7: Concentration – duration becomes simple duration for maximum concentration
period.
 8: Ignore certain targets within range – caster chooses which targets spell does not
affect upon casting.
 9: Extended radius – doubled in size.
 10: Force advantage on skill roll required for spell use (Counterspell, Bigby’s Hand)
 11: Impossible to Counterspell/Dispel without a spell slot of equal/higher level.
 12: Roll twice more, rerolling this result.

If the result of the die is not applicable to the spell, reroll or DM chooses attribute.

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