6. The Ocher Book That Breathes
It is said that the Ocher Book That Breathes is not a book of this world. It was not written or printed by human agency; rather, the Ocher Book was ripped from the hewed-open chest of a demon from the World Below by the archmage Kalistrus.
The Ocher Book is a pulsating brown organ and seethes with its own life-force. Its pages are always warm to the touch and their texture is like of living horse flesh. If the Ocher Book is damaged in any way (pages torn, cover stabbed, etc.) the book oozes a sizzling clear liquid that causes 1d6 points of acidic damage per round until the effected area is immersed in water. The Ocher Book itself is immune to acid and fire.
The Ocher Book That Breathes is a compendious tome containing many spells. Aside from the spells detailed below, it includes the magical formulas for Identify, Floating Disc, Summon Monster II, Gust of Wind, Suggestion, Mnemonic Enhancer, Anti-Magic Shell, and Maze. At the GM's whim, the Ocher Book may also contain instructions for constructing a variety of golems.
|Complexity||Study Period||Total Comp. Rolls||Potency||# Spells|
World Walker's Caul
Level: Magic-User 4
Duration: 6 turns/level
The subject of this spell finds a disconcerting black caul enveloping their head. The subject may see and hear normally through the caul. More importantly, the caul allows the subject to breath normally in environments that lack oxygen, such as underwater and in planes or alien worlds that lack breathable air. This spell also makes the subject immune to any substances that take effect through respiratory ingestion, such as poisoned spores, sleeping gas, hallucinogenic fumes, etc.
Curse of the Nightmare from Beyond
Level: Magic-User 4
The target of this spell must make a saving throw or suffer through a night of horrific nightmares. If the target is a spell-caster, he or she cannot regain any spells that it would normally receive with rest. Upon waking from the nightmares conjured by this spell, the target will discover vicious claw wounds all over their body; they take 1d10 points of damage from these wounds.