Unleashing the Secrets: The Ultimate Guide to the Tome of Magic

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The Tome of Magic is a legendary book of spells and incantations that has long been sought after by magic practitioners. It is said to contain a vast array of spells from various schools of magic, including arcane, divine, and elemental magic. The origin and authorship of the Tome of Magic are shrouded in mystery. Some legends claim it was written by a powerful sorcerer who sought to preserve his knowledge for future generations. Others believe that the tome was created by a group of ancient wizards who pooled their knowledge and experiences to create the ultimate repository of magical knowledge. What sets the Tome of Magic apart from other spellbooks is its comprehensive nature.

Tome of nagic

What sets the Tome of Magic apart from other spellbooks is its comprehensive nature. It is said to contain spells for every conceivable situation and purpose, from simple spells for everyday life to complex rituals and incantations for summoning and commanding powerful creatures. It is also rumored to contain spells that can manipulate time and space, control the elements, and even grant immortality.

Tome of nagic

1 A shadowcaster can select this feat as one of his path-based bonus feats.

2 You can gain this feat multiple times, but its effects do not stack. Each time you take the feat, apply it to a new path.

3 You can gain this feat multiple times. Its effects stack.

Spells

BARD SPELLS

1ST LEVEL

Beckon Person: Force a humanoid to approach you against its will.

Scramble True Position: Teleport your foes 10 feet in a random direction, knocking them over.

2ND LEVEL

Augment Truefriend: Subject gains +2 to Str, Dex, and Con for 1 min./level.

Horror of the Spoken Name: Frighten creature that hears its own truename.

3RD LEVEL

Beckon Monster: Force a creature to approach you against its will.

4TH LEVEL

Spurn the Supernatural: Suppresses one or more of a foe’s supernatural abilities.

6TH LEVEL

Expunge the Supernatural: Permanently eliminates a foe’s supernatural ability.

Truename Dispel: Cancels spells and magical effects on a creature whose personal truename you know.

CLERIC SPELLS

1ST LEVEL

Scramble True Position: You teleport your foes 10 feet in a random direction, knocking them over.

2ND LEVEL

Augment Truefriend: Subject gains +2 to Str, Dex, and Con for 1 min./level.

Horror of the Spoken Name: Frighten creature that hears its own truename.

True Prayer of the Faithful: Allies gain +1 bonus on most rolls.

3RD LEVEL

Bane of the Archrival: +4 to AC and saves, counter mind control, and keep specific truenamed enemy away.

4TH LEVEL

True Prayer of the Chosen: You gain +3 AC and save bonus.

5TH LEVEL

Spurn the Supernatural: Suppresses one or more of a foe’s supernatural abilities.

6TH LEVEL

Hidden Truename: Subject’s personal truename is hard to discover through research.

8TH LEVEL

Expunge the Supernatural: Permanently eliminates a foe’s supernatural ability.

Ritual of Renaming: You give a creature a new personal truename, expunging the old one.

True Banishment: Banishes an extraplanar creature whose personal truename you know.

Truename Dispel: Cancels spells and magical effects on a creature whose personal truename you know.

9TH LEVEL

Word of Genesis: You instigate a new demiplane on the Astral Plane.

DRUID SPELLS

2ND LEVEL

Augment Truefriend: Subject gains +2 to Str, Dex, and Con for 1 min./level.

4TH LEVEL

Warp Truename: Gives foe a temporary form that’s grotesque and useless.

5TH LEVEL

Spurn the Supernatural: Suppresses one or more of a foe’s supernatural abilities.

6TH LEVEL

Hidden Truename: Subject’s personal truename is hard to discover through research.

8TH LEVEL

Expunge the Supernatural: Permanently eliminates a foe’s supernatural ability.

Ritual of Renaming: You give a creature a new personal truename, expunging the old one.

Truename Dispel: Cancels spells and magical effects on a creature whose personal truename you know.

PALADIN SPELLS

2ND LEVEL

True Prayer of the Faithful: Allies gain +1 bonus on most rolls.

3RD LEVEL

Bane of the Archrival: +4 to AC and saves, counter mind control, and keep specific truenamed enemy away.

True Prayer of the Chosen: You gain +3 AC and save bonus.

SORCERER/WIZARD SPELLS

1ST LEVEL
Conjuration

Bulwark of Reality: Bonus to AC equal to half your level (+5 minimum).

Scramble True Position: You teleport your foes 10 feet in a random direction, knocking them over.

Enchantment

Beckon Person: Force a humanoid to approach you against its will.

2ND LEVEL
Necromancy

Horror of the Spoken Name: Frighten creature that hears its own truename.

Transmutation

Augment Truefriend: Subject gains +2 to Str, Dex, and Con for 1 min./level.

3RD LEVEL
Abjuration

Bane of the Archrival: +4 to AC and saves, counter mind control, and keep specific truenamed enemy away.

4TH LEVEL
Enchantment

Beckon Monster: Force a creature to approach you against its will.

Transmutation

Warp Truename: Gives foe a temporary form that’s grotesque and useless.

5TH LEVEL
Abjuration

Spurn the Supernatural: Suppresses one or more of a foe’s supernatural abilities.

Conjuration

Truename Binding, Lesser: Enslaves extraplanar creature of CR 6 or less with the power of its truename.

6TH LEVEL
Abjuration

Hidden Truename: Subject’s personal truename is hard to discover through research.

7TH LEVEL
Conjuration

Truename Binding: Enslaves extraplanar creature of CR 10 or less with the power of its truename.

8TH LEVEL
Abjuration

Expunge the Supernatural: Permanently eliminates a foe’s supernatural ability.

Truename Dispel: Cancels spells and magical effects on a creature whose personal truename you know.

Transmutation

Ritual of Renaming: You give a creature a new personal truename, expunging the old one.

9TH LEVEL

Conjur Truename Binding, Greater: Enslaves extraplanar creature of CR 14 or less with the power of its truename.

Necromancy

Unname: Erase a creature from reality.

Pact Magic

Shadow Magic

FUNDAMENTAL MYSTERIES

Arrow of Dusk: Ray deals 2d4 nonlethal, �3 crit.

Black Candle: As the spell darkness or light.

Caul of Shadow: Shadows grant deflection bonus to AC.

Liquid Night: Create ink by manifesting surrounding shadows.

Mystic Reflections: As the spell detect magic.

Shadow Hood: Subject takes �1 penalty on attack rolls and Dexterity-based checks.

Sight Obscured: +5 bonus on Hide, Sleight of Hand, or other checks to conceal your movements, actions, or presence.

Umbral Hand: As the spell mage hand, but can affect heavier objects and magic items.

Widened Eyes: Gain low-light vision.

APPRENTICE PATH MYSTERIES
CLOAK OF SHADOWS

1 Steel Shadows: Gain +3 armor bonus and +3 shield bonus to AC.

2 Sight Eclipsed: Hide even when observed.

3 Sharp Shadows: Foes striking you take piercing damage.

DARK TERRAIN

1 Carpet of Shadow: Transform the ground into shadowstuff, impeding movement.

2 Black Fire: Create fire in several squares that deals cold damage.

3 Clinging Darkness: Root foes in place.

EBON WHISPERS

1 Voice of Shadow: As the spell command, but also affecting intelligent undead and constructs.

2 Congress of Shadows: Hold two-way conversation at a distance.

3 Flicker: Flash through several locations via conduits of shadow.

EYES OF DARKNESS

1 Bend Perspective: Change point of view, as though you were standing elsewhere.

2 Piercing Sight: Gain darkvision 60 ft. and see invisible creatures.

3 Killing Shadows: Gaze attack that deals damage.

SHUTTERS AND CLOUDS

1 Dusk and Dawn: Create an area of shadowy illumination.

2 Shadow Skin: Thicken your flesh with the power of shadow.

3 Dancing Shadows: Make subjects harder to hit.

TOUCH OF TWILIGHT

1 Life Fades: Deal nonlethal damage and cause fatigue.

2 Flesh Fails: Deal minor ability damage.

3 Umbral Touch: Deal damage and slow with a touch.

UMBRAL MIND

1 Mesmerizing Shade: Daze subject for 1 round or cause �1 penalty on attack rolls, checks, saves.

2 Thoughts of Shadow: Briefly enhance mental abilities.

3 Afraid of the Dark: Create a shadowy reflection of the subject that deals ability damage.

INITIATE PATH MYSTERIES
BLACK MAGIC

4 Warp Spell: Steal the energy of another caster�s mystery or spell.

5 Echo Spell: Repeat a mystery or spell cast in the previous round.

6 Flood of Shadow: Casting in area is difficult; shadow mysteries and spells are empowered.

BODY AND SOUL

4 Bolster: Grant subject temporary hit points.

5 Languor: Shadows weigh subjects down.

6 Shadow Investiture: Grant subject cold resistance 15, evasion, and ability to see in darkness.

DARK REFLECTIONS

4 Shadow Evocation: Mimic evocation below 5th level, but only 20% real.

5 Feign Life: Animate objects and give them concealment.

6 Shadow Evocation, Greater: Mimic evocation below 7th level, but only 60% real.

EBON ROADS

4 Step into Shadow: Short-range travel through shadow.

5 Pass into Shadow: As the spell plane shift, but must involve the Plane of Shadow.

6 Voyage into Shadow: As the spell shadow walk, but faster.

ELEMENTAL SHADOWS

4 Aura of Shade: Subject is protected from cold and deals cold damage with attacks.

5 Dark Air or Water: As the spell control winds or control water.

6 Shadow Storm: Arcs of cold and electricity strike multiple targets.

UNBINDING SHADE

4 Shadows Fade: As the spell dispel magic.

5 Unravel Dweomer: As the spell break enchantment.

6 Shadows Fade, Greater: As the spell greater dispel magic.

VEIL OF SHADOWS

4 Shadow Vision: Subject takes penalties on most actions and has 50% miss chance.

5 Curtain of Shadows: Block line of sight and deal cold damage.

6 Unveil: Remove many adverse conditions.

MASTER PATHS
BREATH OF TWILIGHT

7 Life Fades, Greater: As the mystery life fades, but more potent and affecting more subjects.

8 Flesh Fails, Greater: As the mystery flesh fails, but more potent and affecting more subjects.

9 Ephemeral Storm: Targets must save or die, success results in 5d6 damage.

DARK METAMORPHOSIS

7 Ephemeral Image: Create a shadow duplicate through which you can cast your magic.

8 Umbral Body: Transform into an incorporeal being of shadow.

9 Shadow Time: Act freely for 3 rounds.

EBON WALLS

7 Prison of Night: Entrap subject in a shadow prison.

8 Tomb of Night: Prison of shadow drains levels from subject inside.

9 Consume Essence: Slay creature and instantly reanimate it as a dark creature under your control.

EYES OF THE NIGHT SKY

7 Truth Revealed: As the spell true seeing, with additional, but possibly misleading, information.

8 Far Sight: As the spell greater scrying, in conjunction with the mystery truth revealed.

9 Reflections of Things to Come: Gain limited insight into the future.

HEART AND SOUL

7 Dark Soul: Compel a subject to attack a target of your choice.

8 Soul Puppet: As the spell dominate monster.

9 Shadow Surge: As the spell dominate monster, but affects multiple targets for 1 round.

SHADOW CALLING

7 Summon Umbral Servant: Summon shadow elementals to serve you.

8 Shadow Plague: A cloud of shadow energy deals 4d6 cold damage/round.

9 Army of Shadow: Summon shadow elementals to serve you.

Truename Magic

LEXICON OF THE EVOLVING MIND
1ST-LEVEL UTTERANCES

Defensive Edge: Grant ally +1 AC, or an enemy �1 AC.

Inertia Surge: Grant creature freedom from restricting effects, or root an enemy to the ground and prevent it from moving.

Knight�s Puissance: Ally gains +2 on attack rolls, or enemy gains �2 on attack rolls.

Universal Aptitude: Subject gains +5 on skill checks for 5 rounds, or enemy gains �5 on skill checks for 5 rounds.

Word of Nurturing, Minor: Give ally fast healing 1, or deal 1d6 damage each round for 2 rounds.

2ND-LEVEL UTTERANCES

Archer�s Eye: Give ally ability to ignore concealment with ranged attacks, or protect ally from projectiles.

Hidden Truth: Grant creature +10 bonus on a Knowledge check, or a +10 bonus on a Bluff check.

Perceive the Unseen: Give creature the benefit of the Blind-Fight feat, or grant a creature concealment.

Silent Caster: Ally gains benefit of Silent Spell feat, or creature is silenced.

Speed of the Zephyr: Subject�s speed increases by 20 feet and he can run up walls, or reduce foe�s speed by 10 feet.

Strike of Might: Target�s next weapon damage roll deals +10 damage, or target�s next weapon damage roll deals �5 damage (minimum 0).

Temporal Twist: Ally gains one free attack, or enemy is dazed for 1 round.

Word of Nurturing, Lesser: Give ally fast healing 3, or deal 2d6 damage each round for 2 rounds.

3RD-LEVEL UTTERANCES

Accelerated Attack: Give an ally Spring Attack feat, or allow ally to move while casting a spell.

Energy Negation: Grant an ally resistance 10 to one energy type, or deal energy damage to a foe.

Incarnation of Angels: Creature gains the celestial template, or creature gains the fiendish template.

Seek the Sky: Give creature ability to fly, or force a flying creature gradually to the ground.

Speed of the Zephyr, Greater: Give ally benefit of haste spell, or enemy suffers from the effect of a slow spell.

Temporal Spiral: Target gains one extra move action, or enemy is dazed for 3 rounds.

Vision Sharpened: Subject gains benefit of see invisibility, or subject becomes invisible.

Word of Nurturing, Moderate: Give ally fast healing 5, or deal 4d6 damage each round for 2 rounds.

4TH-LEVEL UTTERANCES

Breath of Cleansing: Allow ally second save against ongoing effect, or nauseate an enemy.

Caster Lens: Increase ally�s caster level by 2, or reduce enemy�s caster level by 2.

Confounding Resistance: Grant ally ability to avoid partially harmful effects, or remove evasion from an enemy.

Magic Contraction: Ally gains spell resistance, or grant a creature benefit of Empower Spell feat.

Morale Boost: Remove fear from a creature, or frighten an enemy.

Spell Rebirth: Restore a dispelled or dismissed spell, or dispel one spell.

Word of Bolstering: Cure 1d6 points of ability damage or drain to one ability score, or cause �1d6 penalty to one enemy�s Str, Dex, or Con.

Word of Nurturing, Potent: Give ally fast healing 10, or deal 6d6 damage each round for 2 rounds.

5TH-LEVEL UTTERANCES

Eldritch Attraction: Move a creature 40 feet closer to you, or 40 feet farther away from you.

Energy Negation, Greater: Ally gains immunity to one energy type, or give ally an energy shield that damages attackers.

Essence of Lifespark: Remove one negative level from creature, or one enemy gains one negative level.

Preternatural Clarity: Give an ally a +5 floating bonus for attacks, saves, or checks, or make an enemy confused.

Seek the Sky, Greater: Give creature fly speed of 120 feet (perfect), or cause a flying creature to fall and take damage.

Sensory Focus: Creature gains blindsight, or creature is blinded and deafened.

Ward of Peace: Ally cannot be attacked, or temporarily banish target to extradimensional pocket.

Word of Nurturing, Critical: Give ally fast healing 15, or deal 8d6 damage each round for 2 rounds.

6TH-LEVEL UTTERANCES

Breath of Recovery: Remove conditions from an ally, or paralyze an enemy.

Ether Reforged: Creature gains the benefit of defenses against incorporeal foes and can affect them normally, or creature can become ethereal.

Knight�s Puissance, Greater: Ally gains +5 on attack and damage rolls, or enemy gains �5 on attack and damage rolls.

Mystic Rampart: Ally gains DR 5/� and +5 on saves, or enemy incurs �5 AC and saves.

Singular Mind: Free subject from enchantments, curses and possession, or dominate one creature.

Word of Nurturing, Greater: Give ally fast healing 20, or deal 10d6 damage each round for 2 rounds.

LEXICON OF THE CRAFTED TOOL
1ST-LEVEL UTTERANCES

Fortify Armor: Make a creature�s armor able to negate critical hits and sneak attacks.

Keen Weapon: Improve the threat range of a weapon.

2ND-LEVEL UTTERANCES

Agitate Metal: Cause a creature�s metal equipment to radiate painful heat or cold.

Analyze Item: Discern the properties of a magic item.

3RD-LEVEL UTTERANCES

Rebuild Item: Restore an item destroyed within the last round to perfect form and functionality, including any magic properties it had.

Suppress Weapon: Suppress the energy property of a weapon.

4TH-LEVEL UTTERANCES

Suppress Item: Suppress the properties of a magic item.

Transmute Weapon: Change a weapon�s special material.

5TH-LEVEL UTTERANCES

Metamagic Catalyst: Give a potion or scroll the benefit of a metamagic feat.

Seize Item: Bring an object within range instantly to your hand.

LEXICON OF THE PERFECTED MAP
1ST-LEVEL UTTERANCES

Fog from the Void: Create a cloud of fog that obscures sight and might make movement difficult.

Shield of the Landscape: Alter the land to temporarily negate or provide cover.

Shockwave: A violent pulse of energy knocks creatures from their feet.

2ND-LEVEL UTTERANCES

Energy Vortex: Fill the area with energy that damages your foes.

Speak Rock to Mud: Turn solid ruck into cloying mud.

Transform the Landscape: Add or remove difficult terrain in the area.

3RD-LEVEL UTTERANCES

Lore of the World: The world gives you information you request.

Master of the Four Winds: Bend the winds to your will.

Thwart the Traveler: Prevent extradimensional travel in

4TH-LEVEL UTTERANCES

Anger the Sleeping Earth: Shake the earth, as the earthquake spell.

Conjunctive Gate: Create a portal between two planes.

Deny Passage: Prevent creatures from entering or leaving an area.

Word of Nurturing, Minor: Give ally fast healing 1, or deal 1d6 damage each round for 2 rounds.
Tome of nagic

However, gaining access to the Tome of Magic is no easy feat. It is said to be hidden in a secret location, protected by powerful enchantments and guarded by dangerous creatures. Only those who have been deemed worthy by the magical forces can hope to find and unlock the tome. Once the Tome of Magic is in one's possession, it becomes an invaluable tool for any magic practitioner. It is a source of inspiration and knowledge, allowing the user to expand their magical repertoire and explore new avenues of spellcasting. Spells from the Tome of Magic are often more potent and effective than those found in other spellbooks, as they have been refined and perfected over countless generations. However, the power of the Tome of Magic comes with a price. It is said that the more spells one learns from the tome, the more it consumes their life force. As such, it is advised to use the spells within the tome with caution and moderation, lest the user risk losing their own vitality and life energy. In conclusion, the Tome of Magic is a legendary book of spells that holds a wealth of ancient and powerful knowledge. It is a coveted artifact among magic practitioners, sought after for its comprehensive collection of spells from various schools of magic. However, gaining access to the tome is a challenge, and its power comes with a cost. Nonetheless, for those who are able to unlock its secrets, the Tome of Magic becomes an invaluable resource for exploring the depths of arcane and divine magic..

Reviews for "Conjuring the Elements: Elemental Magic in the Tome of Magic"

1. Jane - 2 stars - I was really disappointed with "Tome of Magic". The writing felt flat and lacked depth, and the plot was predictable and unoriginal. The characters were one-dimensional, and I couldn't connect with any of them. Overall, it just felt like a poorly executed fantasy book. I wouldn't recommend it to anyone looking for a captivating read.
2. Rob - 1 star - "Tome of Magic" was a complete waste of my time. The prose was clunky and full of grammatical errors, making it difficult to follow the story. The world-building was weak, and I found it hard to immerse myself in the setting. The plot lacked coherence and was filled with gaping plot holes. I struggled to finish this book and would not recommend it to anyone.
3. Amanda - 2 stars - I had high hopes for "Tome of Magic" but was ultimately let down. The pacing was off, with long stretches of exposition followed by rushed action scenes. The character development was shallow, and I had a hard time caring about their fates. The magic system was poorly explained, leaving me confused and disconnected from the story. Overall, it felt like a missed opportunity for a great fantasy novel.
4. Mark - 2 stars - "Tome of Magic" had an interesting premise, but the execution was lacking. The writing style was repetitive and in need of editing. The dialogue was stilted, and the interactions between characters felt forced. The villain was cliché and lacked depth, making it hard to feel any real sense of conflict. The book had potential, but it fell short in delivering a satisfying story.

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