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This list of spells can be adapted for use with the 3rd edition Dungeons & Dragons role-playing game system. Corrections and additions to this document are appreciated. If you use these spells elsewhere, please provide a link back to this page.
- Bob Hall, shaezyra@yahoo.comThe Gadrwyn Waeth is a guild of magi located in the travelling town of Adelfarn. Because the town has traveled far and wide over the centuries the wizards have acquired a considerable breadth of magical knowledge. Many of the arcane spells described below are commonly taught by the guild to its apprentices, and are documented in the guild library. Others are carefully stored in warded chambers lest the foolish or the power hungry misuse them. The spells have been obtained from many worlds, and so are not unique to any one setting.
At heart of the guild residence is the great Alton Hall, where the library and research records of the Waeth are kept. This bell-shaped chamber rises the full height of the building and is capped by an ornate stone dome. Hanging from the center of this dome by some invisible means is a large silvery sphere from which cascades a constant shower of tinkling drops of light. These musical lights serve to illuminate every recess of the great hall, and their pleasing melody masks out all but the loudest disturbances. The illuminating drops gently fall and disperse until they wink out just short of the ground.
At the center of the circular hall is the reading area, a lowered floor where the magi can relax on luxurious accommodations while reading manuscripts. From the outer concourse a wide, spiralling ramp gradually rises along the outer wall toward the ceiling in a series of wide steps. At the back of the steps are the multitudes of bookcases where the documents, manuscripts, tomes, and scrolls of the library are stored. Most of these works have been obtained over the course of many centuries, and many are only maintained in a useable state through the use of magic. A few of the works have been researched and written by members of the guild itself, and these have received a place of honor in a set of marble shelves along the bottom floor. Most of these works were written in the scripting chamber, which lies just outside the hall.
The head librarian, Thelda Rost, along with her male assistant and the aid of some eerie but dedicated extra-planar servants runs this expansive hall. The true form of these enchanted beings is difficult to discern, as they appear as a continual blur and fly quietly about the library with great rapidity. Whatever their nature, however, their aid is invaluable as between them they seem to know the whereabouts and contents of virtually every work in the library. One need merely summon a servant with the calling chime and they will almost instantly perform your bidding.
0TH-LEVEL SPELLS
|
False Glamer. Appearance of an illusion. Mental Painting. Create a virtual painting. Reset Mechanism. Safely reset a mechanism. |
Shade Eyes. Protect eyes from bright lights. Summon Minor Monster. Conjure a small creature. |
1ST-LEVEL SPELLS
|
Buoy. Float in water with a heavy load. Far Sight. Magnify vision of distant sights. Glass Air. Make the air glassy, hindering aim. Gas Barrier. Impermeable barrier. |
Invisible Rope. Create a rope-like force. Scribe of Ages. Transcribe vocalizations. Ultratalk. Speak in ultrasonic range. Undetectable Magic. Hide from detect magic. |
2ND-LEVEL
|
Cloud Runes. Reshape water vapor. Communal Mood. Sense mood of a group. Double Vision. Targets see double. Gas Barrier. Impermeable barrier. Guiding View. See from a great height above. Hone Illusion. Improve realism of an illusion. |
Magical Proximity. Alert on detecting magic. Obstruct Identification. Conceal properties. Odor Cleaning. Remove all bodily odors. Pincher's Bait. Make item enticing for thief. Scholarly Perusal. Read rapidly and remember. Vanity Image. Control a mirror image. |
3RD-LEVEL
|
Bend Trajectory. Fire missile around a corner. Calm Air. Create a sphere free of winds. Compel Testimony. Require truthful answers. Cone of Darkness. Supernatural darkness. Delayed Glamer. Play back images and sounds. Divine Challenge. Temporary freedom to move. Light and Night. Flashes of light and darkness. |
Lyshaux's Regeneration. Illusionary healing. Mirror Sphere. One-way reflective globe. Misleading Missiles. Bolts from false direction. Numbing Darkness. Will sapping dark cloud. Phobia. Cause an irrational fear of something. Talos' Bounding Box. Contains a spell area. |
4TH-LEVEL
|
Enhanced Mirror Images. Regenerate images. Fasting. Target can not gain nutrition from food. Intensify Magic. Increase magic effectiveness. |
Trace Teleport. Determine teleport activities. Wheel of Pax. Enforce peace at a location. |
5TH-LEVEL
|
Noticed. Everybody notices the target. Observe History. Watch events in the past. | Overlook. Everybody ignores the target. |
0TH-LEVEL
|
Black Flames. Start a fire that emits no light. Malodor. Create an unpleasant stench of death. Reset Mechanism. Safely reset a mechanism. |
Shade Eyes. Protect eyes from bright lights. Summon Minor Monster. Conjure a small creature. |
1ST-LEVEL
|
Aura of Protection. Ward against critical damage. Buoy. Float in water with a heavy load. Current. Cause water to flow in a direction. Death Sense. Sense the presence of corpses. Living Shield. Provide a natural armor. Mental Painting. Create a virtual painting. Moon's Heart. Determine moon's location and gain low-light vision in moonlight. |
Peel Flesh Mask. Use face as a disguise. Reveal Fire. Detect flames unblocked by water. Scribe of Ages. Transcribe vocalizations. Secret Confidence. Protect against prying. Tale of the Flame. Determine facts about a fire. Undetectable Magic. Hide from detect magic. |
2ND-LEVEL
|
Algae Bloom. Creates an opaque cloud of algae. Ambush. Hide a small group on the ground. Cavern Close. Seal a natural stone opening. Communal Mood. Sense mood of a group. Current Sensing. Sense movements in water. Ecstasy. Cause creature to withdraw into self. Extinguish Fire. Snuff out flames. Glass Air. Make the air glassy, hindering aim. Healing Fangs. Bite of a snake heals wounds. |
Know Air. Gain knowledge of surrounding air. Magical Proximity. Alert on detecting magic. Peace Knot. Limit weapon damage to subdual. Pincher's Bait. Make item enticing for thief. Rive. Strike creature requiring magic weapon. Scholarly Perusal. Read rapidly and remember. Sense Fate. Subconscious premonitions. Sunlight. Attack targets with globes of sunlight. Ward Possessions. Bonus to item saving throws. Wood Shape. Change the shape of wood. |
3RD-LEVEL
|
Bloodbath. Make all weapons magically keen. Calm Air. Create a sphere free of winds. Kiln Croft. Judge heat accurately. Compel Testimony. Require truthful answers. Cone of Darkness. Supernatural darkness. Craftsman's Eye. Judge distances accurately. Death of a Thousand Knives. Slowly cut to death by an invisible knife. Divine Challenge. Temporary freedom to move. Harden Rock. Make rock as hard as steel. House Spirit. Summon the spirit of the house. Ice Trek. Move normally across ice or snow. Magic Resiliency. Make magic hard to dispel. |
Maglubiyet's Fire Blood. Mist boosts fire & drains health. Mask Potion. Disguise nature of a drink. Phobia. Cause an irrational fear of something. Proof Against Combustion. Dampen fires. Purgative. Temporary sickness purges ailment. Razor Grass. Knife-like grass slashes at legs. Retaliation. Inflict backlash from melee wound. Syrupy Liquid. Viscous fluid slows movement. Wall of Garbage. Create a mound of trash. Water Sight. See clearly through water. Weaken Poison: Reduce toxin damage. |
4TH-LEVEL
|
Fasting. Target can not gain nutrition from food. Intensify Magic. Increase magic effectiveness. Martial Dance. Perform daunting melee dance. Pyosis. Cause wounds to fester. Shape Waves. Create shapes out of water. Smooth Scars. Remove superficial scars. Solar Intensity. Focus sunlight on targets. |
Summon Guide. Summon a local to serve. Trace Teleport. Determine teleport activities. Undead Artisan. Give animated dead a skill. Wheel of Pax. Enforce peace at a location. Wicked Blow. Inflict a critical wound. |
5TH-LEVEL
|
Gnawing Pain. Inflict pain on creatures. Impregnable Wall. Give wall spell immunity. Noticed. Everybody notices the target. Observe History. Watch events in the past. |
Overlook. Everybody ignores the target. Partial Regeneration. Partly heal wounds. Resist Poison. Reduce effectiveness of toxins. Strife. Chain reaction of antipathy. |
6TH-LEVEL
| Pass Month. Journey forward to new moon. |
7TH-LEVEL
| Haunted Woods. Woods turn dark and sinister. | Serpent Garden. Summon snakes to patrol area. |
8TH-LEVEL
| True Home. Return target home. |
9TH-LEVEL
| Retroactive Bifurcation. Swap a set of spells. | Utter Identity. Determine identity of one being. |
0TH-LEVEL
| Bed of Leaves. Create a deep pile of leaves. |
1ST-LEVEL
|
Bloodhound. Gain Scent feat ability. Garden Path. Compulsion to follow a path. Know Air. Gain knowledge of surrounding air. Make Tracks. Produce false animal tracks. |
Reveal Fire. Detect flames unblocked by water. Tale of the Flame. Determine facts about a fire. Woodland Sight. See through leaves and twigs. |
2nd-LEVEL
|
Algae Bloom. Creates an opaque cloud of algae. Cavern Close. Seal a natural stone opening. Magical Proximity. Alert on detecting magic. Pool of Quicksand. Turns earth into mire. |
Tangleberry. Entangling web of thorny limbs. Water Sight. See clearly through water. Weaken Poison. Reduce toxin damage. Wood Shape. Change the shape of wood. |
3RD-LEVEL
|
Bend Trajectory. Fire missile around a corner. Calm Air. Create a sphere free of winds. Divine Challenge. Temporary freedom to move. Ice Trek. Move normally across ice or snow. |
Proof Against Combustion. Dampen fires. Razor Grass. Knife-like grass slashes at legs. Syrupy Liquid. Viscous fluid slows movement. |
4TH-LEVEL
|
Fasting. Target can not gain nutrition from food. Shape Waves. Create shapes out of water. |
Solar Intensity. Focus sunlight on targets. Summon Guide. Summon a local to serve. |
5TH-LEVEL
|
Overlook. Everybody ignores the target. Partial Regeneration. Partly heal wounds. | Resist Poison. Reduce effectiveness of toxins. |
6TH-LEVEL
| Pass Month. Journey forward to new moon. | Rolling Rock. Boulder crushes all in its path. |
7TH-LEVEL
| Serpent Garden. Summon snakes to patrol area. |
1ST-LEVEL
|
Aura of Protection. Ward against critical damage. | Secret Confidence. Protect against prying. |
2ND-LEVEL
|
Death Sense. Sense the presence of corpses. Peace Knot. Limit weapon damage to subdual. |
Rive. Strike creature requiring magic weapon. Ward Possessions. Bonus to item saving throws. |
3RD-LEVEL
|
Compel Testimony. Require truthful answers. Divine Challenge. Temporary freedom to move. Purgative. Temporary sickness purges ailment. |
Retaliation. Inflict backlash from melee wound. Silvery Lance. Summon an enchanted lance. Weaken Poison: Reduce toxin damage. |
4TH-LEVEL
|
Intensify Magic. Increase magic effectiveness. Martial Dance. Perform daunting melee dance. Summon Guide. Summon a local to serve. |
Wheel of Pax. Enforce peace at a location. Wicked Blow. Inflict a critical wound. |
1ST-LEVEL
|
Bed of Leaves. Create a deep pile of leaves. Make Tracks. Produce false animal tracks. Reveal Fire. Detect flames unblocked by water. |
Sea Fins. Ranged underwater attack. Tale of the Flame. Determine facts about a fire. Woodland Sight. See through leaves and twigs. |
2nd-LEVEL
|
Algae Bloom. Creates an opaque cloud of algae. Aura of Protection. Ward against critical damage. Glass Air. Make the air glassy, hindering aim. Healing Fangs. Bite of a snake heals. Odor Cleaning. Remove all bodily odors. |
Pool of Quicksand. Turns earth into mire.
Rive. Strike creature requiring magic weapon. Tangleberry. Entangling web of thorny limbs. Weaken Poison: Avoid secondary damage. Wood Shape. Change the shape of wood. |
3RD-LEVEL
|
Bend Trajectory. Fire missile around a corner. Calm Air. Create a sphere free of winds. Compel Testimony. Require truthful answers. Divine Challenge. Temporary freedom to move. Hasten Rot. Accelerate decay of dead matter. |
Ice Trek. Move normally across ice or snow. Proof Against Combustion. Dampen fires. Quarrel Multiplier. Quarrels spawn in flight. Razor Grass. Knife-like grass slashes at legs. |
4TH-LEVEL
|
Martial Dance. Perform daunting melee dance. Shape Waves. Create shapes out of water. |
Summon Guide. Summon a local to serve. Wicked Blow. Inflict a critical wound. |
0TH-LEVEL
|
Black Flames. Start a fire that emits no light. False Glamer. Appearance of an illusion. Malodor. Create an unpleasant stench of death. |
Reset Mechanism. Safely reset a mechanism. Shade Eyes. Protect eyes from bright lights. Summon Minor Monster. Conjure a small creature. |
1ST-LEVEL
|
Bloodhound. Gain Scent feat ability. Buoy. Float in water with a heavy load. Burning Eyes. Ignite or melt materials. Far Sight. Magnify vision of distant sights. Glass Air. Make air glassy, hindering aim. Gas Barrier. Impermeable barrier. Horseless Carriage. Provide cart propulsion. Hot Feet. Burn the feet of the target. Invisible Rope. Create a rope-like force. Know Air. Gain knowledge of surrounding air. |
Mental Painting. Create a virtual painting. Numb. Negate pain and sense of touch. Peel Flesh Mask. Use face as a disguise. Reveal Fire. Detect flames unblocked by water. Scribe of Ages. Transcribe vocalizations. Sea Fins. Ranged underwater attack. Ultratalk. Speak in ultrasonic range. Undetectable Magic. Hide from detect magic. |
2ND-LEVEL
|
Blazing Bolo. Hurl a charged bolo at a foe. Cloud Runes. Reshape water vapor. Craftsman's Eye. Judge distances accurately. Current. Cause water to flow in a direction. Current Sensing. Sense movements in water. Death Sense. Sense the presence of corpses. Double Vision. Targets see double. Drown. Provide air to water breathers. Explosive Air Burst. Causes subdual damage. Extinguish Fire. Snuff out flames. Guiding View. See from a great height above. Harden Rock. Make rock as hard as steel. Hemorrhage. Inflict internal bleeding. |
Hone Illusion. Improve realism of an illusion. Hooves of Thunder. Double horse movement. Intercept Message. Hear magical messages. Magical Proximity. Alert on detecting magic. Mask Potion. Disguise nature of a drink. Obstruct Identification. Conceal properties. Pool of Quicksand. Turns earth into mire. Returning Weapon. Return weapon to hand. Scholarly Perusal. Read rapidly and remember. Syrupy Liquid. Viscous fluid slows movement. Vanity Image. Control a mirror image. Ward Possessions. Bonus to item saving throws. Water Sight. See clearly through water. |
3RD-LEVEL
|
Arynn's Cage of Fire. Hemisphere of flames. Baelkar's Chronal Exclusion. Protect from decay. Body of Water. Change into a moving puddle. Calm Air. Create a sphere free of winds. Cavern Close. Seal a natural stone opening. Cone of Darkness. Supernatural darkness. Crystal Hide. Provides 5/+1 DR. Death of a Thousand Knives. Slowly cut to death by an invisible knife. Delayed Glamer. Play back images and sounds. Hasten Rot. Accelerate decay of dead matter. Ice Trek. Move normally across ice or snow. Kiln Croft. Judge heat accurately. Light and Night. Flashes of light and darkness. Lyshaux's Regeneration. Illusionary healing. |
Masks. Layered disguises. Mirror Sphere. One-way reflective globe. Misleading Missiles. Bolts from false direction. Numbing Darkness. Will sapping dark cloud. Odor Cleaning. Remove all bodily odors. Phobia. Cause an irrational fear of something. Proof Against Combustion. Dampen fires. Quarrel Multiplier. Quarrels spawn in flight. Shadow Spy. See whatever a shadow observes. Sizzling Web. Hurl a burning, entangling web. Smoky Fireball. Hurl a smoky ball of flames. Spider Web. Web spell with toxic spiders. Talos' Bounding Box. Contains a spell area. Trojan Horse. Misleading trigger spell on scroll. |
4TH-LEVEL
|
Abomination. Alter fetus in a womb. Ancestral Form. Revert to more primitive life. Enhanced Mirror Images. Regenerate images. Fasting. Target can not gain nutrition from food. Intensify Magic. Increase magic effectiveness. Living Wall. Create a barrier of tough fibers. |
Minute Vision. Magnify very small areas. Ossifer's Spell Attractor. Make targets vulnerable to magic. Pyosis. Cause wounds to fester. Wall of Lightning. Bounce bolts between walls. |
5TH-LEVEL
|
Eye Wall. Create a wall with many eyes. Flying Formation. Target leads flying group. Gnawing Pain. Inflict pain on creatures. Immunity to Sunlight. Protects against exposure to sunlight. Impregnable Wall. Give wall spell immunity. Inflict Resistant Illness. Disease resists spells. Noticed. Everybody notices the target. Necrotic Curtain. Barrier of dire spirits. Observe History. Watch events in the past. |
Overlook. Everybody ignores the target. Power Word: Knucklehead: Slap about head. Psychic Backlash. Retaliate against mind-affecting spells or psionic attacks. Salwin's Journey of the Torch. Teleport without error between fires. Shield Bubbles. Bubbles block ranged attacks. Talos' Private Box. Private force field box. Trace Teleport. Determine teleport activities. Unclean One. Sheath animation in living flesh. |
6TH-LEVEL
|
Angelle's Animator. Animate a masterwork. Graft Flesh. Transfer tissue between creatures. |
Rolling Rock. Boulder crushes all in its path. Undead Artisan. Add skill to animated dead. |
8TH-LEVEL
|
Disjunctional Web. Transform group to shadow forms. Fiery Eyeblast. Create a guided, delayed fireball. |
Talos' Folded Box. An extra-dimensional space. True Home. Return target home. |
9TH-LEVEL
|
Bell of the Five Dragons. Force sphere reams prisoner. Mental Razor. Randomly modify intelligence. |
Retroactive Bifurcation. Swap a set of spells. Transplant Organ. Replace aging organs. |
Click on the links below to view the corresponding spell listings.
| A - F | G - M | N - R | S - Z |
The following spell books can be found in the library of the Gadrwyn Waeth.
Yardley is an adept in the little known study of magic known as Vivimancy. These wizards use their intimate knowledge of primal forces of life to create, mutate, and ultimately enhance living things. They serve as the magical antipode to the practice of Necromancy, whose dark skills they abhor. Despite this conflict, Vivimancers are equally loathed by most good folk because of the abominations they have created and the child monstrosities for which they are often blamed. Hence, Vivimancers are rarely found in civilized places, instead preferring to rule their remote nature enclaves with an iron will.
Because life is inherently chaotic, the research of new Vivimancy spells has inherent risks for the adept. Improperly researched spells can cause a primal backlash from the life force. While this backlash may sometimes prove beneficial, more often than not the adept will mutate into a less capable life form. These mutations include bodily growths, new limbs, changes in skin, bone, and organs, enhancements or loss of senses, and even a complete mutation into an entirely new life form. Such mutations have a horrific effect on the appearance of the Vivimancer, so these wizards are rarely seen without heavy green robes.
Vivimancy is a sub-branch of the specialized school of transmutation. Due to the inherent conflicts between the two magical forms, Necromancers are prohibited from employing the specially developed spells of Vivimancy. These special spells will never function on barren ground, such as the sands of a wasteland, a deep glacier, or land blighted by evil.
Vivimancers are rarely encountered outside their enclaves, and the only acknowledgement of their secret existence will be occasional rumors, most seemingly quite implausible. The Vivimancer Yardley dwells in a secluded forest basin within a remote mountain range. Merely accessing this well-hidden valley is a grueling task, as the route has no worn trails and meanders through rugged terrain with many pit-falls and obstacles. The basin is home to a unique spring of life force that gives rise to towering trees and many unique life forms found nowhere else.
This strong life force has allowed Yardley to bend the wildlife in the basin to his will, adding defenses and unique organisms that serve his whims. At the core of this refuge is a huge tree that bears many of the intelligent aspects of a Treant, although it is quite immobile. Yardley has shaped the interior of this immense tree to form many chambers in which he can dwell and continue his studies.
The great tree is the center of a village of forest elves who dwell in harmony within the basin, and provide protection to Yardley. Hanging bridges and tree houses sprout within the heights of this forest, and the elves rarely need to descend to the forest floor to fulfill their daily requirements.
In addition to the elves, Yardley has other defenses designed to hinder and drive away invaders. A dense wall of thorn trees surrounds his sanctuary and creates an all but impermeable barrier to outsiders. Within the ring of trees is an area of swampy woodlands that is patrolled by Ogre-like, half-animal half-plant creations known as the Sentinels. Yardley has specially bred these deadly creatures for the purpose.
Yardley once dwelled with civilized folk in a large port city, practicing the delicate art of chiurgy. A local noble hired Yardley to aid his lady in bearing a child. Unfortunately the Vivimancer discovered that the child was flawed and he used his magic in an attempt to heal the crippled infant. When the child was born, it was discovered to be a monster that lived for only a few weeks. When the horrible creature finally died, the Vivimancer was banished from the land and was relentlessly pursued by assassins. He has hidden in this valley ever since.
Over the decades Yardley has discovered many new secrets of the arts of Vivimancy. Some of this knowledge has allowed him to live a greatly extended life span, although his physical form has become quite ghastly as a result. His greatest secrets have been placed inside living spell books that he manufactured to ward the knowledge within.
The tough cover of these tomes has the appearance of an elephant hide, and they are especially resistant to damage as a result. They are slightly warm to the touch and occasionally shudder when stroked. Embossed on the covers is the bass relief image of the head of a beast that has some almost human features. The mouths are gaping open as if to bite. Actual fangs are imbedded in the surface of the books and anything placed inside the slightly moist mouth depression will cause the books to bite down for 1d4hp of damage.
The books are sealed shut around the edges like a rectangular clamshell, and will only open voluntarily when the cover is touched in the correct pattern. The books can be physically forced open with a successful Strength check against DC 15, but doing so will cause toxic quills to spring out of the binding edges. Unless a Fortitude save versus DC 15 is successful, the poison will initially inflict 1d6 of temporary Con loss, followed by 2d4 of temporary Con loss a minute later.
The pages have the appearance of a living skin and will rustle restlessly if the book is left in an open state. Examination of the pages will reveal a pattern of faint lines that look like blood vessels. Indeed, a light touch will detect a faint pulse, and cutting a page will release a pale green fluid. The pages feel warm to the touch and are easily bruised when struck. However the damage will heal slowly over the course of several days.
The books are capable of regenerating from any damage short of total destruction. If some portion of the books remains intact they will recover from the damage at the rate of 1% per day. This regenerative process will slowly reconstruct any knowledge recorded inside the books. It requires a special tattoo process to record the spells in these books. The rare ink used in this process is magical in nature and quite expensive to produce.
The living spell books of Yardley contain the following spells:
Book I: 0th Level - Daze, Detect Magic, Disrupt Undead, Read Magic; 1st Level - Enlarge, Expeditious Retreat, Jump, Living Shield, Reduce, Spider Climb; 2nd Level - Alter Self, Blindness, Bull's Strength, Cat's Grace, Darkvision, Deafness, Endurance, Hemorrhage, Numb Sense; 3rd Level - Fly, Gentle Repose, Haste, Hasten Rot, Water Breathing. (16 blank pages.)
Book II: 4th Level - Abomination, Ancestral Form, Animal Growth, Contagion, Living Wall, Minute Vision, Polymorph Other, Polymorph Self, Stoneskin. (28 blank pages.)
Book III: 5th Level - Eye Wall, Hold Monster, Inflict Resistant Illness, Unclean One; 6th Level - Graft Flesh, Mass Haste, Stone to Flesh, Unclean One. (22 blank pages)
Book IV: 7th Level - Insanity, Iron Body; 8th Level - Clone; 9th Level - Mental Razor, Shapechange, Transplant Organ. (2 blank pages.)
This wizard grew up the daughter of an eccentric tinker mage named Hadroc, a transmuter wizard who specialized in animating small puppets and other mechanical contrivances. Shortly after giving birth to Angelle, her mother left Hadroc due to irreconcilable differences. Basically the man all but ignored her and proved quite unacceptable as a husband and father.
Unfortunately for Angelle, her mother died giving birth to her second child from her lover. The scoundrel had no interest in caring for the orphaned infant, so he arranged to have Angelle sent back to her proper father.
As her mother had discovered, Angelle's father had poor child rearing skills and spared only the minimal amount of time from his researches to her care. He hired a local nanny to look after Angelle and returned to spend most of his time in the lab.
The lack of proper parental care proved quite emotionally debilitating to Angelle, and she grew to be a neurotic child who was prone to tantrums and other displays in an attempt to gain some form of attention and love. When she was old enough she spent as much time as she could in Hadroc's lab, gaining his attentions by providing assistance, catering to her fathers needs, and generally watching whatever he did.
In time Angelle proved adept at the tinkering skills and she came to find the clever little animated gadgets filled an emotional void in her life. Her abilities came to the attention of a visiting wizardly peer of Hadroc, and she was accepted as an apprentice in the study of magic.
Her single-minded devotion to the arts, and lack of appreciable social interests to distract her from her studies brought Angelle along by leaps and bounds. Despite her troubling emotional difficulties and severe introversion, the wizard found her an exceptional student.
Angelle spent much of the remainder of her life attempting to satisfy a deep seated need for fulfilling companionship through the construction of ever more sophisticated animated creations. Her complex golems and animated familiars were the stuff of legend in some quarters.
Unfortunately Angelle never found the love of her life, and could never seem to relate emotionally with the few men who courted her interest. She did come to enjoy the company of certain gnomes, finding their skills at tinkering with gadgets quite appealing. Indeed at one time her workshop had a crew of a half dozen master gnomish craftsmen.
Angelle left behind a remarkable body of work, much of which has found its way into private libraries and personal displays. The local lord still has several animated knights that he occasionally brings out to amuse visiting nobles. Among the works of Angelle is her animated spell book, a very novel construction that has never been successfully duplicated.
The spell books consist of green-hued leather-covered slate bindings bound with bronze. The hinges are also leather, and blend seamlessly with the heavy, round spine. At the bottom of the spine the leather flows into the form of a four-clawed foot. This foot appears to be from an unknown beast of some kind, and its toes are splayed in an awkward pattern around the binding.
At the top of the spine is a four-clawed hand that roughly matches the features of the foot. The two opposing thumbs of the hand are normally closed about the outer binding and serve to keep the book sealed.
When the book is placed upright on a table, the foot and hand come alive, and adjust the book for convenient reading. The book is tilted back slightly, but rests firmly upon the wide foot. Upon speaking a command word, the hand pages through the pages of the book until the proper spell is found. It then grips the book tightly in the open position, preventing pages from changing in a draft.
The appendages to the boot are tough but not invulnerable. They have a natural armor rating of +4 and can take 10hp of damage before being severed. Once amputated the binding gradually comes apart over the course of several days and the book must be rebound to be properly useful. It will never again have the useful properties provided by the appendages.
The Secret Page spell was used by Angelle to conceal her unique Angelle's Object Animator spell.
Spells: 0th Level - Arcane Mark, Mage Hand, Mending, Open/Close; 1st Level - Alarm, Animate Rope, Hold Portal, Invisible Rope, Tenser's Floating Disk, Unseen Servant; 2nd Level - Arcane Lock, Knock, Reset Mechanism; 3rd Level - Phantom Steed, Secret Page; 4th Level - Minor Creation; 5th Level - Animate Dead, Fabricate, Permanency, Telekinesis; 6th Level - Angelle's Animator. (0 blank pages.)