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Rapha's spellbook is an epic wondrous item. Its size is massive contains 1,000 pages. Around 800 are filled with spells, the rest are still empty. He can take any scribed scroll and by pressing it into the book it seals itself to the binding, allowing it to cast as a scroll but be fixed to the book. After the scroll is used it vanishes. Rapha prepares scrolls almost obsessive-compulsively, and usually has at least one scroll of every spell he can cast prepared in the book. It and all of its pages are waterproof. It is also highly resistant to energy and has DR 5/adamantine. Should it be damaged, it can slowly regenerate itself, though scrolls will not regenerate if damaged. It can levitate on command, and will automatically flip to whatever page the wizard wishes to read. A wizard can fill the 1,000 pages of a this book with spells without paying the 100 gp per page material cost. It is held locked by a series of wards that only Rapha can open.

Spells/Scrolls Contained[]

The book contains a fairly large amount of different spells per each spell level. Scrolls are marked with a (S). Spells are usually prepared each day are marked with (P). Domain spells are marked with (D). However, he uses his spell slot giving ring to add 25 randomly prepared spells each day. All scrolls contain spells that are already known and inscribed in the book.

Spell Level 0[]

Spell Level 1[]

Spell Level 2[]

  • Arcane Lock - Magically locks a portal or chest. (S)
  • Baleful Transposition - Two subjects switch places. (P)
  • Black Lightning - Ray that deals 1d6/2 levels (Max 10d6) damage, half of which is Electrical energy and the other half is Negative energy. (P)
  • Blindness/Deafness - Makes subject blind or deaf. (S)
  • Choke - Target takes 1d4 points of damage each round from strangling hands. (P)
  • Dark Way - Creates temporary unbreakable bridge supporting up to 200 lbs./level. (S)
  • Levitate - Subject moves up and down at your direction. (S)
  • Protection from Arrows - Subject immune to most ranged attacks. (D)
  • Repair Moderate Damage - "Cures" 2d8+1/level (max +10) points of damage to a construct. (S)
  • See Invisibility - Reveals invisible creatures or objects.
  • Toothed Tentacle - Shadowy tentacle ending in three mouths (each 15, 10 + your ) projects from your hand. The mouths can strike foes within 10 feet of each other independently, dealing 2d6 points of each. (P)
  • Whispering Wind - Sends a short message 1 mile/level. (S)

Spell Level 3[]

Spell Level 4[]

Spell Level 5[]

Spell Level 6[]

Spell Level 7[]

Spell Level 8[]

  • Binding - Utilizes an array of techniques to imprison a creature (S)
  • Blackfire - Negative energy fire burns at the life force of a living creature dealing 1d4 constitution damage/round. (S)
  • Clenched Fist - Large hand provides , pushes, or your foes. (S)
  • Clone - Duplicate awakens when original dies.
  • Create Greater Undead - Create shadows, wraiths, spectres, or devourers. (S)
  • Dimensional Lock Teleportation and interplanar travel blocked for one day/level. (S)
  • Depthsurge - Water slam deals 2d6 + 1/level damage to all within 20-ft. radius, pushes targets back, sinks ships. (S)
  • Horrid Wilting - Deals 1d6/level damage within 30 ft. (P)
  • Incendiary Cloud - Cloud deals 4d6 fire damage/round. (P)
  • Iron Body - Your body becomes living iron. (P)
  • Mind BlankSubject is immune to mental/emotional magic and scrying. (S)
  • Moment of Prescience - You gain insight bonus on single attack roll, check, or save.
  • Greater Orb of Acid - Orb deals 1d6/level (max 25d6) acid damage, may sicken subject for 1d6 + 1 rounds.(P)
  • Telekinetic Sphere - As , but you move sphere telekinetically. (S)
  • Trap the Soul - Imprisons subject within gem. (S)
  • Wall of Greater Dispel Magic - Creatures passing through a transparent wall become subjects of targeted . (S)

Spell Level 9[]

  • Dominate Monster - As Dominate Humanoid, but any creature. (S)
  • Energy Drain - Subject gains 2d4 negative levels. (S)
  • Freedom - Releases creature from imprisonment. (S)
  • Frostfell - Intense cold turns all subjects in area into ice. (S)
  • Foresight“Sixth sense” warns of impending danger. (P)
  • Gate - Connects two planes for travel or summoning. (S)
  • Mass Hold Monster - As Hold Monster, but all within 30 ft. (P)
  • Iceberg - Block of ice falls from sky, dealing 20d6 damage and burying subjects. (S)
  • Imprisonment - Entombs subject beneath the earth. (S)
  • Incarnate Construct - Turns into living creature. (S)
  • Mage's Disjunction - Dispels magic, disenchants magic items. (P)
  • Magic Miasma - reduces caster level by -4 and spell DCs by -2. (S)
  • Replicate Casting - Duplicate observed spell or spell-like ability. (S)
  • Time Stop - You act freely for 1d4+1 rounds. (D)
  • ShapechangeTransforms you into any creature, and change forms once per round.
  • Wail of the Banshee - Kills one creature/level. (P)
  • Wish - As limited wish, but with fewer limits. (S)
  • Transmute Rock To Lava - Transmute rock to lava dealing 2d6 points of fire damage or 20d6. (S)
  • Srinshee's Spell Shift - Instead of countering another's spell, you can apply a metamagic feat to it, manipulate one of its properties, or stun the caster.(P)
  • Mind Rape - You learn everything subject knows and can alter its memory or knowledge. (S)
  • Eye of Power - As , but you can spells of 3rd level or lower through it. (S)