The Bowyer's Book
The wizard Cyril Bowgentle was a
half-elven adventurer of great renown. He was widely hailed as a pure-hearted
and good soul, whose efforts brought light to the world. His deeds are
numerous, with even more attributed to him since his death. Whether or not all
such tales are true is left to the listener, though any good deed might
plausibly be of his making.
This codex was created by one of
Cyril's last apprentices, shortly after the wizard's death of old age in his
tower. Wanting to commemorate the great hero, the apprentice gathered together
the greatest spells her master had wielded for good, and assembled them into a
codex of wizardly heroics. She named the result The Bowyer's Book in honor of
the wizard's humble origins as a bowyer's son.
The book's front bears the rune of
Bowgentle, symbolizing the simple man next to the complexity of the magical
dragon. There are 48 sheets of vellum in
the book, sewn into the spine with silk.
Contents
The book's pages contains a number
of spells, many of which are simple wizard's favorites. Some of the spells are
unique - magic the great Bowgentle found in his travels - which are bolded in
the following list, and detailed in full below. Additionally, the book contains
a slightly modified form of burning hands that was known to be one of the
wizard's enduring favorites.
Cantrips: Control Flames (Nobrow's fire effect),
Mending, Read Magic
1st Level: Detect Evil/Good, Identify, Sleep, Undine's Hold Portal
2nd Level: Arcane Lock, Bull's Strength
(Enhance Ability), Continual Light, Darkness,
Detect Thoughts, Hold Person, Infravision,
Knock, Levitate, Locate Object, Magic Mouth, Protection from Arrows/Missiles (M'dhal's missile shield), Rope
Trick, See Invisibility
3rd Level: Blink, Dispel Magic, Dispel Silence, Fireball, Fly, Forget, Leomund's Tiny Hut, Lightning
Bolt, Magic Circle, Remove Curse, Slow, Tongues, Water Breathing
4th Level: Arcane Eye (Wizard Eye/Trebbe's eye),
Charm Monster, Confusion, Dimension Door, Fire Shield, Greater Magic Weapon, Minor
Globe of Invulnerability, Polymorph
Self/Other (Quantoul's morph)
5th Level: Bigby's Hand (Interposing), Bowgentle's Fleeting Journey, Cone of
Cold, Hold Monster, Passwall, Wall of Force,
New Spells
The following spells are new or
modified as they appear in this book. New spells can be learned by classes as
shown in each spell.
Read Magic
Enchantment Cantrip
Casting Time: 1 bonus action
Range: touch
Components: V, S
Duration: 1 action
Classes: Any Spellcaster
Enchantment Cantrip
Casting Time: 1 bonus action
Range: touch
Components: V, S
Duration: 1 action
Classes: Any Spellcaster
Allows use of spell scrolls outside class restriction; must
still have some spellcasting ability to use a scroll, level restrictions apply.
At Higher Levels. When cast as a 2nd level spell,
this can be used to enchant a lens made of sapphire-infused glass (such as a monocle
or reading glass) worth 100 gp to provide same spell effect, allowing
cross-class use of scrolls.
Undine's Hold Portal
1st-level Transmutation
Casting Time: 1 action
Range: 100 feet
Components: V, S
Duration: 1 hour, concentration
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
1st-level Transmutation
Casting Time: 1 action
Range: 100 feet
Components: V, S
Duration: 1 hour, concentration
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Holds any one door, or similar opening less than 20 feet
wide by 20 feet tall, magically closed. You must remain in line of sight of the door
during the spell.
Attempting to break through the spell requires a Strength
(Atheletics) check of the normal DC to open the door, plus Spell DC of the
caster. The spell can be dismissed by casting Knock or Dispel Magic.
Continual Light
2nd-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round, Permanent
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
2nd-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round, Permanent
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
As per Daylight spell for 1 round, then as per Light spell
permanently until dispelled.
Infravision
2nd-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a red carrot)
Duration: 8 hours
Classes: Druid, Ranger, Sorcerer, Wizard
2nd-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a red carrot)
Duration: 8 hours
Classes: Druid, Ranger, Sorcerer, Wizard
As per the Darkvision spell, but the target’s eyes glow red.
Protection from
Arrows/Missiles (M'dhal's missile shield)
2nd-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of turtle shell)
Duration: 1 minute, concentration
Classes: Cleric, Druid, Sorcerer, Wizard
2nd-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of turtle shell)
Duration: 1 minute, concentration
Classes: Cleric, Druid, Sorcerer, Wizard
For the duration, the willing creature you touch has
resistance to bludgeoning, piercing, and slashing damage from non-magical
ranged weapons.
Dispel Silence
3rd-level Abjuration
Casting Time: 1 reaction
Range: 120 feet
Components: S
Duration: Instantaneous
Classes: Bard, Cleric, Ranger, Sorcerer, Warlock, Wizard
3rd-level Abjuration
Casting Time: 1 reaction
Range: 120 feet
Components: S
Duration: Instantaneous
Classes: Bard, Cleric, Ranger, Sorcerer, Warlock, Wizard
You cancel and interrupt the effects of a Silence spell.
Forget
3rd-level Enchantment
Casting Time: 1 action
Range: touch
Components: V, S, M (a handful of clay, crystal, glass, or mineral spheres)
Duration: Instantaneous, 24 hours
Classes: Bard, Druid, Warlock, Wizard
3rd-level Enchantment
Casting Time: 1 action
Range: touch
Components: V, S, M (a handful of clay, crystal, glass, or mineral spheres)
Duration: Instantaneous, 24 hours
Classes: Bard, Druid, Warlock, Wizard
WIS save or forget all that occurred over last 5 minutes,
memory of events returns after 24 hours.
Greater Magic Weapon
4th-level Transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: 1 hour
Classes: Paladin, Wizard
4th-level Transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: 1 hour
Classes: Paladin, Wizard
You touch a non-magical weapon. Until the spell ends, that
weapon becomes a magic weapon with a bonus to Attack rolls and Damage Rolls,
equal to +1 plus (caster level divided by 4) rounded down.
Minor Globe of
Invulnerability
4th-level Abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a small glass bead)
Duration: 1 minute, concentration
Classes: Sorcerer, Wizard
4th-level Abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a small glass bead)
Duration: 1 minute, concentration
Classes: Sorcerer, Wizard
An immobile, faintly shimmering barrier springs into
existence in a 5-foot radius around you and remains for the Duration.
Any spell of 3rd level or lower cast from outside the
barrier can't affect creatures or Objects within it, even if the spell is cast
using a higher level spell slot. Such a spell can target creatures and Objects
within the barrier, but the spell has no effect on them. Similarly, the area
within the barrier is excluded from the areas affected by such Spells.
Polymorph Self/Other (Quantoul's
morph)
4th-level Transmutation
Casting Time: 1 action
Range: 60 ft
Components: V, S, M (a caterpillar cocoon)
Duration: up to 1 hour
Classes: Bard, Druid, Sorcerer, Wizard
4th-level Transmutation
Casting Time: 1 action
Range: 60 ft
Components: V, S, M (a caterpillar cocoon)
Duration: up to 1 hour
Classes: Bard, Druid, Sorcerer, Wizard
As per Polymorph spell, with changes:
The target retains their mental stats (Intelligence, Wisdom,
Charisma). The maximum Challenge Rating
for the new form is equal to the Caster Level divided by 2, and must be within
1 size category of the target.
Bowgentle’s Fleeting
Journey
5th-level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (an elastic cord or a rubber ball)
Duration: Special
Classes: Bard, Cleric, Druid, Wizard
5th-level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (an elastic cord or a rubber ball)
Duration: Special
Classes: Bard, Cleric, Druid, Wizard
Touch one creature and teleport them to an area within 500
feet, only to have them return one round later. The creature teleported must be
willing, and no movement on the part of caster or target changes where the
creature teleports back.
A maximum of 500 pounds of creature and equipment can be transported
by this spell. If the creature is Grappled, Restrained, or loaded with more
weight than it can carry, the teleportation fails.
The target immediately disappears and reappears in the
chosen location, facing the direction of your choice. The target remains there
until the end of your next turn, at which time they are instantly teleported
back to the location they occupied prior to the spell being cast. If either the
target or return location is obstructed, the target is shunted to the nearest
open space. (For every 10 feet of
shunted movement, the target takes 1d6 of force damage.)
At Higher Levels. If this spell is cast with a slot of 6th
level or higher, for each level above 5th the maximum teleport distance
increases by 250 feet, the maximum weight by 250 pounds, and the duration
increases by 1 round.