Megros's Experimental Divine Spellbook
Mundane item
A creature's Intelligence score must be equal to or higher than 13 to understand the context of this book.
Spells written within this book utilise special formulae that enable them to be cast by Divine magic users if the spell can be remembered.
Spells in this book are memorised in a similar way to how wizards prepare their spells from their spell book. The reader can memorise a number of spells up to their intelligence modifier. These spells are considered as being prepared until forgotten.
After every long rest, one or more of the spells memorised can be forgotten in order to memorise different spells.
Spells in this book:
lvl 1: Disguise Self; Magic Missile
lvl 2: Blur; Invisibility
lvl 3: Phantom Steed; Counterspell
Hidden Flaws
Although Megros was remarkably intelligent, he was not particularly insightful when it came to the hidden complexities of casting by drawing on divine power. As a result, this book has flaws in every one of its spells:
Lvl 1
Disguise Self:
You can only change the appearance of the clothes you wear.
Magic Missile:
After you cast the spell, you take 1 damage from backlash for every 2 darts fired.
Lvl 2
Blur:
You only become blurry to creatures within 5 feet of you.
Invisibility:
You are only invisible to yourself and reflections of you show nothing.
Lvl 3
Phantom Steed:
The steed summoned always uses the statistics for a small draft horse with a speed of 40 that gradually starts to look more and more like a donkey as the spell's time passes.
Counterspell:
After casting this spell, you lose an additional spell slot of a level equal to or less than the level this spell was cast at (determined randomly).
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