Librarian
Pathfinder Compatible Alternate Class

Contents

Librarians believe that the primary purpose in the universal forward motion of time is the generation of knowledge. The acquisition, accumulation and preservation of this knowledge is their ultimate goal. The particular use to which this knowledge is put varies greatly from one librarian to the next. Regardless of the individual disposition, librarians are member of a Community of Librarians and each is bound by an obligation periodically (no less frequently than on an annual basis) to deposit acquired knowledge in a extraplanar repository, known by many names, including the Portable Library. Thus, Librarians are a class intrinsically linked to a Major Artifact (the Portable Library). At lower levels, librarians are obligated strictly to contribute to this archive. At higher levels, they earn borrowing privileges from the archive as well. Access to a virtually infinite store of knowledge can be a source of game imbalance. One should discuss the possibility of playing a librarian with one's Gamemaster prior to the start of the campaign.

Role: The most common type of librarian to be found amongst adventurers is the field librarian. Field librarians possess spellcasting capabilities limited exclusively to the school of Divination, thus they function poorly as healers or fighters. However, their knowledge, general and specific, allows them to provide guidance on the nature of beasts, magic, martial strategy, terrain, traps, weather and other topics. Thus having a librarian in the party can significantly boost the capabilities of the party as a whole.

Alignment: A librarian can be of any alignment, with the following restrictions. Some librarians use knowledge for the benefit of others and can be considered good. Others use knowledge as a source of leverage over others and can be considered evil. In both cases, the work of librarians can be to reinforce a order, either moral or immoral, which is a lawful endeavor. Librarians therefore tend toward lawful alignments and delight in the ordering of their books according to well-established systems of categorization. Occasionally, librarians can be found of an anarchic bent, who consciously abandon the values of the Community of Librarians. Such librarians exploit the knowledge to which they are privy for individual gain. Often their refusal to cooperate with others limits their ability to progress as librarians. Therefore, librarians with a chaotic alignment (CG, CN or CE) cannot progress beyond fifth level. Subsequent progression must be in another class. The same is true of librarians of a neutral alignment (NG, N or NE), though to a lesser extent; these librarians cannot progress beyond the tenth level as librarians. Lawful (LG, LN or LE) librarians, of course, have no limit to their class progression.

Hit Die: d6

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The librarian's class skills are Appraise (Int), Craft (Int), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.

Table: Librarian

Level B.A.B. Fort. Save Ref. Save Will Save Special
1 +0 +0 +0 +2 Arcane Bond, Arcane School, Cantrips, Scribe Scrolls, research +1/+2/+3
2 +1 +0 +0 +3 Spell Focus (Divination), dissertation: Introduction
3 +1 +1 +1 +3 Spell Specialization (Divination), research +2/+4/+6
4 +2 +1 +1 +4 Greater Spell Focus (Divination), guests 1
5 +2 +1 +1 +4 Greater Spell Specialization (Divination), research +3/+6/+9
6 +3 +2 +2 +5 dissertation: Methods
7 +3 +2 +2 +5 research +4/+8/+12
8 +4 +2 +2 +6 guests 2
9 +4 +3 +3 +6 research +5/+10/+15
10 +5 +3 +3 +7 dissertation: Results
11 +5 +3 +3 +7 research +6/+12/+18
12 +6/+1 +4 +4 +8 guests 3
13 +6/+1 +4 +4 +8 research +7/+14/+21
14 +7/+2 +4 +4 +9 dissertation: Discussion
15 +7/+2 +5 +5 +9 research +8/+16/+24
16 +8/+3 +5 +5 +10 guests 4
17 +8/+3 +5 +5 +10 research +9/+18/+27
18 +9/+4 +6 +6 +11 dissertation: Conclusion
19 +9/+4 +6 +6 +11 research +10/+20/+30
20 +10/+5 +6 +6 +12 guests 5

Table: Librarian Spells Per Day (includes specialization slots)

Level 0 1 2 3 4 5 6 7 8 9
1 3+1 1+1
2 4+1 2+1
3 4+1 2+1 1+1
4 4+1 3+1 2+1
5 4+1 3+1 2+1 1+1
6 4+1 3+1 3+1 2+1
7 4+1 4+1 3+1 2+1 1+1
8 4+1 4+1 3+1 3+1 2+1
9 4+1 4+1 4+1 3+1 2+1 1+1
10 4+1 4+1 4+1 3+1 3+1 2+1
11 4+1 4+1 4+1 4+1 3+1 2+1 1+1
12 4+1 4+1 4+1 4+1 3+1 3+1 2+1
13 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
14 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
15 4+1 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
16 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
17 4+1 4+1 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
18 4+1 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
19 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1
20 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1

Class Features

The following are the class features of the librarian.

Weapon and Armor Proficiency

Librarians are proficient with the club, dagger, and quarterstaff, but not with any type of armor or shield. Armor interferes with a librarian's movements, which can cause his spells with somatic components to fail.

Spells

A librarian casts spells drawn from the librarian spell list. All of these spells hail from the school of Divination, though some are traditionally considered arcane, divine or psychic. When cast by a librarian, they are considered arcane spells. Additional spells from the school of Divination, appearing in subsequent publications, can be added to this spell list with the Gamemaster's consent. A librarian must choose and prepare his/her spells ahead of time.

To learn, prepare, or cast a spell, the librarian must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a librarian’s spell is 10 + the spell level + the librarian’s Intelligence modifier.

A librarian can cast only a certain number of spells of each spell level per day. His/her base daily spell allotment is given on Table: Librarian. In addition, he/she receives bonus spells per day if he/she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A librarian may know any number of spells. He/She must choose and prepare his/her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his/her spellbook. While studying, the librarian decides which spells to prepare.

Starting Spells (See spellbooks below): A librarian begins play with a spellbook containing all 0-level librarian spells plus all 1st-level "detection" spells of his/her choice. (A detection spell is any spell with "detect", "find", "locate" or "see" in its name.) The librarian also selects a number of additional 1st-level spells equal to 3 + his/her Intelligence modifier to add to the spellbook. At any time, a librarian can also add spells found in other librarians’ spellbooks or divination spells found in wizards’ spellbooks to his/her own (see Magic).

Spells Gained at a New Level: Librarians perform a certain amount of spell research between adventures. Each time a character attains a new librarian level, he/she gains two spells of his/her choice to add to his/her spellbook. The two free spells must be of spell levels he/she can cast. When a new level gives the librarian access to a new level of spells, the librarian automatically gains all "detection" spells of that level.

Spontaneous Casting

A librarian can channel stored spell energy into detection spells that he/she did not prepare ahead of time. The librarian can "lose" any prepared spell in order to cast any detection spell of the same spell level or lower. A detection spell is any spell with "detect", "find", "locate" or "see" in its name.

Bonus Languages

A librarian can learn any language. Some languages, such as druidic and thieves' cant, a librarian chooses not to learn. There are no other restrictions for any other language. The librarian does not necessary need to be taught the language from another speaker; he/she can also learn it from a book.

Arcane Bond

At 1st level, librarians create a powerful connection with a bonded object, which always takes the form of their library card. This card bears their name and image. It is an unambiguous symbol of their membership in the Community of Librarians. At higher levels, this card grants them privileges from the Portable Library. If the card is lost, it can be replaced by making an application to the Community of Librarians and paying a fee of 100 gp/level.

Arcane School

All librarians choose to specialize in one school of magic, Divination. Spells from all other schools are prohibited to the librarian. For making this serious commitment to a life in pursuit of research, librarians gain additional spells and powers based on that school, similar to a wizard who specializes in a given school. All librarians receive an additional spell slot of each spell level she/he can cast, from 1st on up. Since all librarians must specialize in Divination, these additional spell slots are already included in the Librarian Spells Per Day.

Cantrips

Librarians can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Librarian under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellbooks

A librarian must study his/her spellbook each day to prepare his spells. He/she cannot prepare any spell not recorded in his/her spellbook, except for read magic, which all librarians can prepare from memory.

A librarian begins play with a spellbook containing all 0-level librarian spells plus all 1st-level "detection" spells of his/her choice. The librarian also selects a number of additional 1st-level spells equal to 3 + his/her Intelligence modifier to add to the spellbook.

Adding Spells to a Librarian's Spellbook: Librarians can add new spells to their spellbooks through several methods. A librarian can only learn new spells that belong to the librarian spell lists.

Spells Gained at a New Level: Librarians perform a certain amount of spell research between adventures. Each time a character attains a new librarian level, he/she gains two spells of his/her choice to add to his/her spellbook. The two free spells must be of spell levels he/she can cast. When a new level gives the librarian access to a new level of spells, the librarian automatically gains all "detection" spells of that level.

Spells Copied from Another Spellbook or Scroll: A librarian can also add a spell to his/her book whenever he/she encounters one on a magic scroll or in another librarian's or wizard's spellbook. No matter what the spell's source, the librarian must first decipher the magical writing. Next, he/she must spend 1 hour studying the spell. At the end of the hour, he/she must make a Spellcraft check (DC 15 + spell's level). Because a librarian has always specialized in Divination, he/she gains a +2 bonus on the Spellcraft check.

Bonus Feats

At 1st level, a librarian gains Scribe Scroll as a bonus feat.

At 2nd level, a librarian gains Spell Focus (Divination) as a bonus feat.

At 3rd level, a librarian gains Spell Specialization (Divination) as a bonus feat.

At 4th level, a librarian gains Greater Spell Focus (Divination) as a bonus feat.

At 5th level, a librarian gains Greater Spell Specialization (Divination) as a bonus feat.

Bonus Skill Ranks

At each odd-numbered level, a librarian gains 1 rank in Profession (Librarian). At each even-numbered level, a librarian gains 1 rank in Craft (Books). These ranks are in addition to their normal skill ranks granted by the class and Intelligence. A normal and bonus rank cannot be applied to the same skill at the same level.

Arcane Spells and Armor

Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

If a spell doesn’t have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster’s hands are bound or he is grappling (although concentration checks still apply normally). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.

The Portable Library

The Portable Library is a major artifact. It is an extraplanar dimension in which librarians from a seemingly infinite number of planes and realities store information. The contents of the library are ever-growing and thus remain at any instant in time incomplete. Thus, the Portable Library cannot be confused with the Akashic Archive (or Akashic Record as it is sometimes known). A further distinction between the Portable Library and the Akashic Archive is that the former is a work of mortals, whereas the latter has a supernatural origin. Card-carrying members of the Community of Librarians gradually gain increasing access and privileges to the Portable Library as their level increases. A description of these privileges is postponed until after a brief introduction to the library itself.

Denizens: The current head librarian of the Portable Library is named Hong Samud. "Little is known of Hong Samud other than that he was a swarthy, diminutive man who hailed from a tropical archipelago and who pursued a life as a professional academician in foreign lands until he lost the appetite for such endeavors."PPPH:TOCU An account of Hong Samud's election to the head librarian position is provided in an unpublished manuscript titled, The Portable Library of Hong Samud, held in the vaults of the Poison Pie Publishing House of Knoxville, Tennessee.PPPH:TPLHS This manuscript is subtitled, "a novel which grew as a vine grows, guided by an innate, phototactic sensitivity". From this admittedly paltry shred of evidence, we understand that Hong Samud, like many librarians, pursued the light.

Clockwork librariansAP #004 tend to tasks in the Portable Library. They are always encountered singly, giving rise to the suspicion that there is only one clockwork librarian, capable of manipulating time to conduct many tasks. Regardless of the number, clockwork librarians maintain the library. They do not speak to or interact with patrons of the library.

Cartography of the Library: Numerous conflicting representations of the library of Hong Samud exist, because each patron to the library experiences it somewhat differently than any other. At the following link, several maps are presented with brief notes on each. Essentially, the library is an infinite spiral. At the four cardinal points, two archways lead from the central corridor to rooms filled with books extending toward the interior and exterior of the spiral. (See figure.) Each archway is accompanied by a brass plate engraved with a number from 1 to infinity. The number appears to each visitor as a symbol comprehensible to them.

Portals: Each archway within the Portable Library leads to two places. The first destination is the room full of books that lies immediately on the other side of the archway. This destination can be reached simply be stepping through the doorway. The cataloguing of the first class of destinations is fairly well performed. Librarians know which rooms to seek for particular information.

The second destination of each archway is another library somewhere in the multiverse. It is said that the Portable Library is thus connected to every library that exists on any plane. The cataloguing of the second class of destinations is far from complete. A partial listing of known destination libraries and the corresponding archway number is given at the end of this document. The second destination can be reached when the librarian concentrates and holds up the library card for inspection. Unlike entering the Portable Library (see below), departing through a portal occurs with 100% success.

Accessing the Library: A librarian in good standing with a library card can access the library once per day from any location on any plane. The librarian merely needs to find a doorway or archway, natural or man made through which he/she intends to reach the library. By concentrating on the library and holding out the library card for inspection, the librarian can step through the doorway to arrive in the Portable Library. The probability that a librarian succeeds at accessing the library is 60 + Librarian Level + Knowledge Skill Rank. (Roll d00.) There is a +10 bonus to this check if the attempt to access the Portable Library is made from another library. A failed attempt exhausts the librarian's access for that day.

No other characters or creatures can perceive that the doorway leads to the Portable Library, nor can they use it, except by the librarian's invitation, per the limitations given below in the Library Privileges section.

If the librarian enters the Portable Library from another library, they appear before a numbered doorway in the central corridor. If they record this number, they can use the portal to return to the same library from whence they arrived. This portal number and its corresponding destination library should then be entered in the partial listing of known destination libraries. If a librarian enters the Portable Library from anywhere other than another library, the Portable Library offers no means to return to the same location, potentially separating the librarian from the remainder of the party. Fortunately, libraries are plentiful on Golarion. Virtually every town has one and larger cities several.

Although the Portable Library is infinite, travel within the library, from one portal to any other, is accomplished within a matter of 5d4 minutes. The librarian has only to concentrate uninteruptedly on the portal number of the desired destination and walk (in either direction) along the central corridor.

Planar Traits of the Portable Library:

  • Gravity: Normal. The Portable Library possesses gravity similar to that of the Material Plane.
  • Time: Flowing. Time passes more slowly in the Portable library than in the Prime Material Plane. The ratio of time passage is thought to be constant and is approximately a factor of 7. Thus one week spent in the Portable Library corresponds to one day on the Prime Material plane.
  • Shape and Size Infinite & Finite. The number of rooms in the Portable library is infinite, thus the central corridor is infinite. However, along the dimensions perpendicular to the axis of the spiral, the demiplane is finite and measures approximately 400 feet in diameter.
  • Morphic: Static. The basic nature of the Portable Library cannot be changed, neither by thought, nor action nor magical effort.
  • Elemental and Energy Traits: No dominant trait.
  • Alignment: Mildly Aligned Law. The organization of the Portable Library favors lawfully aligned characters.
  • Magic Traits: Limited Magic. Only spells from the School of Divination can be cast in the Portable Library. All divination spells are treated as if the caster's level were two levels higher than normal. Spells from any other school fail automatically and the slot is expended.

Library Privileges

The Portable Library provides two basic functions: Conducting Research and Rapid Library-to-Library Transportation. Both features are discussed below. A third function, namely that of sanctuary, is explicitly forbidden. Anyone found sleeping within the Portable Library is woken within (d4-1)x10 minutes by a clockwork librarian, who then remains in attendance, preventing further sleep, until the offending party leaves the Portable Library. Attacking a clockwork librarian in the Portable Library is grounds for permanent expulsion from the Community of Librarians. If a guest of a librarian attacks a clockwork librarian, the librarian responsible for extending the invitation is held responsible; the penalty is a suspension of the library card for a period no less than one year and may extend to permanent expulsion depending upon the severity of the offense. The same penalties apply to the damage or destruction of library property.

Conducting Research in the Portable Library: Librarians are highly regarded for their research skills. Access to any library helps tremendously. Access to the Portable Library is without parallel in terms of facilitating research. The Librarian gains a bonus on all knowledge checks depending on which of these three circumstances prevails: (1) no library, (2) a library, or (3) the Portable Library. In the absence of any library, the research bonus is +1 at first level and increases by 1 at every odd-numbered level to a maximum of +10 at 19th level. In the presence of a library, the research bonus is +2 at first level and increases by 2 at every odd-numbered level to a maximum of +20 at 19th level. Inside the Portable Library, the research bonus is +3 at first level and increases by 3 at every odd-numbered level to a maximum of +30 at 19th level. Almost nothing is hidden from a nineteenth-level librarian in his/her proper place within the Portable Library. The time associated with research in the Portable Library is by default d6 hours. This time is increased by 5 hours for every increment of 5 above 20 in the knowledge check. Thus a subject which requires a DC 20 knowledge check requires d6 hours, DC 25 d6+5 hours, DC 30 d6+10 hours, DC 40 d6+20 hours, DC 50 d6+30 hours, etc. Careful research takes time. Of course, because of the temporal characteristics of the demiplane, this same amount of time does not pass in the outside world.

Travel through the Portable Library: The Portable Library can be legitimately used by librarians as a device for teleportation from one library to another, albeit with a brief layover in the Portable Library. If the portal number of the destination library is known, this method provides a means of teleporation without error, even if the origin and destination library lie on different planets or planes. The elapsed time for this means of transporation is only the 5d4 minutes, required to navigate from one portal in the Portable Library to another. Of course, a librarian must first successfully access the Portable Library. The use of a portal within the Portable Library requires no additional check by the librarian. For example, a librarian visiting the Forbidden Collection in the Founder's Archive and Museum of Ages, located in Magnimar will arrive in the Portable Library at portal number 456,027. The librarian can walk to portal number 19,923,080 and travel to the Archives of the Ibis in Wati, Osirion or just as easily can walk to portal number 3,113,276 and travel to the Fallen Fastness in Dis in a matter of minutes.

The librarian in good standing has the privilege of escorting guests on this means of transportation. The number of guests depends upon the level of the librarian. The librarian can bring 1 guest at level 4, and an additional guest every fourth level beyond that to a maximum of 5 guests at level 20. As noted above, librarians are held strictly responsible for the behavior of their guests. Guests cannot be left unaccompanied in the Portable Library.

Doctoral Dissertations

Librarian Dissertations

Librarians often focus their studies on a particular concentration, culminating in a doctoral dissertation, which is added to the contents of the Portable Library. Regardless of the subject matter, dissertations share a common structure. They are often composed of five chapters:

     Chapter I. Introduction
     Chapter II. Methods
     Chapter III. Results
     Chapter IV. Discussion
     Chapter V. Conclusion

A librarian gains access to a new Class Feature each time a chapter of the dissertation is submitted to the Portable Library. The first chapter, the Introduction, is written at level 2. A subsequent chapter is written every fourth level beyond that culminating in the fifth and final chapter, the Conclusion, at level 18.

While many dissertations share this generic structure, every dissertation must be unique. Plagiarism is grounds for automatic expulsion from the Community of Librarians. Listed below are the Class Features associated with several doctoral dissertations. Note that this listing provides only a few examples.

Dissertation: Abyssal Ecology
Librarians who pursue Abyssal Ecology study the geobiophysical systems present at great depths in the seas of the multiverse.

  • Chapter I. Introduction: Sulfide Chimney (Sp)
    At level 2, the librarian can exhale a breath of hydrogen sulfide in a 30' cone. It is a colorless gas which smells of rotten eggs. Targets must make a Fortitude save (DC = 10 + librarians level) or be sickened for 1d4+1 rounds. It blackens the surface of copper coins and objects. If uses in conjunction with a fire-based attacks, its flammability serves as an empower metamagic feat. This ability can be used a number of times per day equal to the librarian's intelligence modifier (minimum 1).
  • Chapter II. Methods: Supercritical Venting (Sp)
    At level 6, the librarian can exhale a breath of low-salinity supercritical water in the form of a 30' cone. All targets in range take 4d6 fire and 2d6 force damage and are knocked prone. A successful Reflex save (DC = 10 + librarians level) reduces damage by half and eliminates the prone condition. This total number of uses of this ability per day is equal to half the librarian's Intelligence modifier (minimum 1). At ninth level, this ability is enhanced as if by the brackishPCS:EMH meta-magic feat.
  • Chapter III. Results: Chemosynthesis (Ex)
    At level 10, the librarian develops the ability to generate nutrients for itself from common chemicals and elements, including plant and animal matter, either fresh or putrid. Various alchemical compounds and magical potions can be imbibed without magical effect for nutrition. Doing so once per day removes all need for food or water. Starting at level twelve, the librarian can regurgitate such food for 1 additional creature. The number of creatures increases by 1 every two levels thereafter for a maximum of five additional creatures at level 20. While the nutritional needs of the recipient are met, the food is disgusting; the recipient must make a successful fortitude check or be nauseated for 10 minutes.
  • Chapter IV. Discussion: Cephalopod Society (Sp)
    At level 14, the librarian can summon 1d2+1 Walking Vents.AlP:CSBBB This spell can be cast once per day and twice per day at level 17.
  • Chapter V. Conclusion: Siboglinidae (Ex)
    At level 18, the librarian adopts aspects of the physiology of a giant tube worm. As a full round action, he can peel back the skin of his skull and extend a bright red plume of bacteria-packed flesh, which provides three functions. First, it causes foes who view the librarian to be struck with terror at the alien transformation. A successful Will save (DC = 10 + librarians level) dispels the effect and the creature is immune to this ability for the following 24 hours. On a failed save, the opponent is frightened for 2d6 rounds. This is a mind-affecting fear effect. Second, the librarian can ruffle the plume and distribute a toxic cloud of bacteria in a cloud of 30' radius. Creatures exposed to this cloud are infected with tube worm rot. (Disease (Ex): Bacteria, inhale/cutaneous adsorption; save Fort DC 28; frequency 1/round until cured or death; effect 2d2 Con damage; cure 2 consecutive saves.) Third, once per day, the plume can launch one arrow at a foe within 100' as a ranged touch attack (+20 to librarian's ranged attack bonus). The arrow delivers a magical attack of 10d6 piercing damage and 10d6 fire damage. A successful Reflex save (DC = 10 + librarians level) reduces the damage by half.

Dissertation: Astral Invertebrates
Librarians who pursue the study of Astral Invertebrates, investigate ...

  • Chapter I. Introduction: Astral Navigation (Ex)
    At level 2, the librarian gains a base movement of 30' in the Astral plane as Astral RunningD&D2:PGAP. The librarian also gains Astral NavigationD&D2:PGAP and Astral TrackingD&D2:PGAP. This serves as training in Survival and grants a +5 to survival checks for the purposes of navigation and tracking in the Astral plane only.
  • Chapter II. Methods: Reinforcements from YulgamotPF:DR (Sp)
    At level 6, once per day the librarian can summon 1d2+1 shulsagaPF:B4. Shulsaga are fiercely independent and desire primarily to be left alone. They are not especially pleased to be summoned. There is a 25% chance that they depart immediately, otherwise they remain for 1 round/level of the librarian. During this time, they will fight for the caster if his cause appears just to them. As justice to a shulsaga is an ambiguous concept, their compliance is left to the GM's discretion. If ordered to engage in evil acts, the shulsaga will likely attack the librarian.
  • Chapter III. Results: Astral Consultation (Sp)
    At level 10, once per day the librarian can mentally contact with an Astral entity. The entity depends upon the alignment of the librarians. Evil librarians contact an astradaemonPF:B2. Good librarians contact an astral devaPF:B1. Neutral librarians contact a pleroma aeonPF:B2. The manner of the interaction is comparable to an augury (1-3 on a d6), divination (4-5 on a d6) or commune spell (6 on d6).
  • Chapter IV. Discussion: Astral Menagerie (Sp)
    At level 14, once per day, as per summon monster, the librarian can summon creature(s) from the Astral plane according to the following list
  • Chapter V. Conclusion: Descendant of Gith (Ex)
    At level 18, the librarian adopts the Descendant of Gith template, which provides the following features. To be determined.

Dissertation: Cephalopod Neurobiology
Librarians who pursue Cephalopod Neurobiology study the physiology and behavior of squid, octopuses and other cephalopods.

  • Chapter I. Introduction: Chromatophores (Sp)
    At level 2, the librarian can control the pigmentation of its skin to either act as camoflauge creating a +4 to Stealth or +4 Disguise or to dazzle foes within 30'. This ability can be used a number of times per day equal to the librarian's intelligence modifier (minimum 1).
  • Chapter II. Methods: Enchanced Deeper Darkness (Sp)
    At level 6, the librarian can emit an ink cloud while submerged equivalent to deeper darkness with 60' radius centered on himself/herself, his/her familiar or an ally. This total number of uses of this ability per day is equal to the librarian's Intelligence modifier (minimum 1). At ninth level, this ability is enhanced as if by the brackishPCS:EMH meta-magic feat.
  • Chapter III. Results: Dimensional Jet (Sp)
    At level 10, the librarian develops the ability to jet backward 200' in a straight line without provoking opportunity as other cephalopods. This ability also grants the ability to dimesionally jet 200' allowing the librarian to move to a spot 200' away, regardless of the material occupying the space between. This total number of uses of this ability per day is equal to the librarian's Intelligence modifier (minimum 1). At thirteenth level, this ability the ability can take hold of 1 individual (ally or foe) and include them in the jet.
  • Chapter IV. Discussion: Cephalopod Society (Sp)
    At level 14, the librarian can summon 1d3+1 giant octopuses or 1d2+1 giant squids. This spell can be cast once per day and twice per day at level 17.
  • Chapter V. Conclusion: Functional Tentacles (Sp)
    At level 18, the librarian grows eight to twelve tentacles. These tentacles provide two 1d4 attacks (primary or secondary, if armed) and a reach of 10' with trip and/or constrict effects. For attack, damage and skill checks, the effective strength of these tentacles is 18, regardless of the strength ability score of the librarian. If the librarian already possesses tentacles (e.g. as a cecaelia character), the tentacles gain the above abilities and the following enhanced functionality: not only the strength but the dexterity of actions involving the tentacles is treated as 18, including the wielding of weapons as well as skill checks. The tentacles also grant the deflect arrows feat. It can be used as many times per round as the librarian possesses tentacles.

Dissertation: Denizens of the Icy Realms
Librarians who study Denizens of the Icy Realms have numerous research collaborators, whom they can call to their aid.

  • Chapter I. Introduction: Mephit (Sp)
    At level 2, once per day the librarian can summon an ice mephitB1 to his/her aid. This spell functions as the summon monster spell with the librarian's level serving as the caster's level.
  • Chapter II. Methods: Drake (Sp)
    At level 6, once per day the librarian can summon an ice drakeFG:TOHC to his/her aid. This spell functions as the summon monster spell with the librarian's level serving as the caster's level.
  • Chapter III. Results: Golem (Sp)
    At level 10, once per day the librarian can summon 1d2+1 ice golemsB1 to his/her aid. This spell functions as the summon monster spell with the librarian's level serving as the caster's level.
  • Chapter IV. Discussion: Elemental (Sp)
    At level 14, once per day the librarian can summon an elder ice elementalB2 to his/her aid. This spell functions as the summon monster spell with the librarian's level serving as the caster's level.
  • Chapter V. Conclusion: Devil (Sp)
    At level 18, once per day the librarian can summon 1d2+1 gelugons (ice devils)B1 to his/her aid. This spell functions as the summon monster spell with the librarian's level serving as the caster's level.

Dissertation: Ethnography: Feykith
Librarians who pursue ethnography study the culture of a specific group of people, in this case feykith. While the term "fey" refers to all First World creatures, "feykith" refers to only water-aligned descendants of the First World who have evolved into new subspecies while living in the world of mortals.AlP:CSBBB

  • Chapter I. Introduction: Friend of the Feykith (Sp)
    At level 2, once per day, the librarian can grant the ability to breathe either air or water to a willing ally who breathes only water or air. This ability lasts 1 hr per librarian level. The number of allies that can be affected by this ability increases by 1 every three levels thereafter, to a maximum of six at level twenty.
  • Chapter II. Methods: Drowning Despair (Sp)
    At level 6, once per day, the librarian in water can simultaneously cause a foe to be targeted by crushing despair and suffocation spells. A successful save against either (Will in the case of crushing despair or Fortitude in the case of suffocation) negates all effects. The DC for these saves is 10 + half the librarian level (minimum 1) + Intelligence Modifier.
  • Chapter III. Results: Aquatic Whimsy (Su)
    At level 10, once per day, the librarian can summon the unpredictability of the First World against a non-Fey target. The effect is randomly determined from the following list:
    1. Cold Iron Shackles bind the legs of the foe, reducing speed by half, per the cold iron fettersPC:LoFW spell.
    2. The target is gripped by mortal terror, inducing the shaken condition and worsening with each failed save, per the mortal terrorPC:LoFW spell.
    3. The target is gripped by entangling kelp, which drags it down toward the sea bed, along the same lines of the entangle spell.
    4. The target is easily distracted. If in battle, it must attempt to attack that foe which last damaged it, regardless of proximity, moving as necessary to do so. If not in battle, it takes a -5 to all concentration and perception checks.
    5. The target is assaulted by a current of water that applies a disorienting grapple, flipping and spinning the target, resulting in the sickened condition while grappled. When the grappled condition ends, the target must make an acrobatics check or fall prone.
    6. The target feels as if they are inebriated by an otherworldly brew resulting in alternating bouts of confused and nauseated, each lasting one round and extending until a successful save.
    7. The target experiences an apathetic ennui, which causes it not to act at all unless it is successfully attacked, resulting in loss of at least one hit point.
    8. The target vanishes, teleported to a deep darkness at the bottom of a lake in the First World for the duration of the effect. When the effect ends, the target reappears in the same location as which it disappeared, unless it is occupied, in which it appears in the nearest closest location.
    The duration of any of these effects is 1 round per librarian level. At level 15, the target suffers two effects from this list. (If second effect is same as first, reroll.) The DC for these saves is 10 + the librarian level (minimum 1) + Intelligence Modifier.
  • Chapter IV. Discussion: Fey Assistance (Sp)
    At level 14, if in salt water, the librarian can summon 1d3+1 kelpiesB2,1d3+1 ekekehsPCS:TFW, 1d2+1 oceanidsB4 or 1 rusalkaB3. If in fresh water, the librarian can summon 1d4+1 fossegrimsB4, 1d3+1 asraisFG:TOHC, or 1d2+1 aglooliksAlP:CSBBB, 1d2 gray nispsFG:TOHC or 1 nereidB2. This spell can be cast once per day and twice per day at level 17.
  • Chapter V. Conclusion: Fey Touched (Sp)
    At level 18, if the librarian is not fey, the librarian permanently gains the Fey Touched template. If the librarian is already fey, the librarian can permanently grant the Fey Touched template to one companion. If the librarian so chooses, the template can be withdrawn from a companion, but may not be bestowed upon another companion until one year has elapsed and a pilgrimage to the First World is performed.

Dissertation: Ethnography: Northern Merfolk
Librarians who pursue ethnography study the culture of a specific group of people, in this case merfolk of the icy seas.

  • Chapter I. Introduction: Temperature and Salinity Control (Sp)
    At level 2, the librarian can manipulate the temperature and salinity of 10 gallons/level of water. The temperature can range from just above freezing to just below boiling and the salinity can range from fresh (no salt) to toxic (ten times as concentrated as sea water). This ability can be used a number of times per day equal to the librarian's intelligence modifier (minimum 1).
  • Chapter II. Methods: Freeze Local Environment (Sp)
    At level 6, once per day, the librarian in water can cause the water about him or her to freeze in solid sphere in roughly a 6' diameter. This block of ice possesses double the hit points of the librarian and hardness equal to half the librarian's level. The block is immune to cold damage. At ninth level, a 5' radius about the sphere causes 5 cold damage per round to those in it. At fifteenth level, this increases to a 10' radius. At nineteenth level, the damage increases to 10 per round. This ability lasts one round per level of librarian and can be dispelled at any time as a standard action.
  • Chapter III. Results: Icebergs (Sp)
    At level 10, once per day the librarian can summon a huge iceberg roughly spherical in shape of 32' diameter. At sixteenth level, the size of iceberg becomes gargantuan with a diameter of 64. At twentieth level, the size of the iceberg becomes colossal with a diameter of 128'. The iceberg remains until it melts or floats away.
  • Chapter IV. Discussion: Marine Fauna (Sp)
    At level 14, the librarian can summon 1d3+1 giant narwhals. This is the narwhal in Bestiary 5 with the giant simple template (+8 Str, -2 Dex, +4 Con, +3 AC) applied. This spell can be cast once per day and twice per day at level 17.
  • Chapter V. Conclusion: Shard Vortex (Sp)
    At level 18, once per day, the librarian can create a shard vortex in air or water. Within the area of effect, slivers of ice swirl like knives. The vortex has a range of medium, a duration of 3 rounds, and a volume of 50' radius. All creatures and objects, including boats on the surface, within the vortex take 18d6 points of cold, piercing damage. A successful reflex save reduces the damage by half. If cast in air, a failed save knocks the target prone. If cast in water, a failed save knocks the air out of the lungs of an air-breather. The caster can move the vortex 50' round, though this requires concentration.

Dissertation: First World Horticulture
Librarians who pursue First World Horticulture study the cultivation of plants that hail from the realm of the fey.

  • Chapter I. Introduction: Miracle Grow (Sp)
    At level 2, once per day, the librarian can cause an existing plant to increase in size by up to three categories. (Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal) If the plant has an intelligence greater than 3, it is allowed a will save, with a DC = 10 + librarian level. The plant remains in the enlarged state for 10 minutes.
  • Chapter II. Methods: Nightly Bough (Sp)
    At level 6, each night, the librarian can create a tree large enough to support up to six medium individuals in hammocks for eight hours. The advantage of spending a night beneath such a tree is as follows. First, the tree, capable of tremorsense, shakes the sleepers awake at the approach of any foe within 100'. Second, sleepers who spend a full night beneath the tree gain an extra hp in healing. At level 9, a full night sleep also heals an additional 1 point of ability modifiers not at their natural values. At level 12, a full night sleep also yields a +10 on any saving throw versus disease. At level 15, a full night sleep, neutralizes poison per the spell of the same name. Corpses who are laid overnight at the base of such a tree cannot be raised from the dead, short of a wish spell.
  • Chapter III. Results: Fey Fauna (Sp)
    At level 10, the librarian can summon a stranglereedB5, giant tenebrous blightB5 or widow creeperFG:TOHC. The plant remains for 1 rnd/lvl. This ability can be used once per day.
  • Chapter IV. Discussion: Dedicated Horticulturist (Sp)
    At level 14, the librarian permanently gains the plantbloodGR:ABT template. Ignore the dexterity penalty ordinarily associated with this template.
  • Chapter V. Conclusion: Green Revolution (Sp)
    At level 18, once per day, when within 30' of a non-magical tree, the librarian can merge a female target with a tree, effectively granting the target the following traits of a dryadB1: Fey, Tree Meld, Tree Dependent, Wild Empathy & Woodcraft. Alternatively, the librarian can merge a male target with a tree, effectively granting the target the following traits of a woodwoseFG:TOHC: Fey, Immunity to Wood, Plant Passivism, Plantsense & Spines. The target is allowed a will save, with a DC = 10 + librarian level. The target remains in the enlarged state for 1 hour per level of the librarian. It can be dispelled as a standard action before the effect expires.

Dissertation: Gastropod Biology
Librarians who pursue Gastropod Biology study the physiology and structure of snails, slugs and other gastropods.

  • Chapter I. Introduction: Consult the Grandfather Worm (Sp)
    At level 2, the librarian can summon a grandfather worm,AlP:CSBBB-112 once per day. The grandfather worm will not participate in battle and will instantly teleport away if battle is present. Otherwise, the grandfather will 50% of the time dispense useful advice (as per augury) and 50% of the time tells an amusing but pointless story.
  • Chapter II. Methods: Metabolic Detritus (Sp)
    At level 6, the librarian can sustain itself on detritus (dead leaves, decomposing corpses etc.) This removes their need to eat (or drink if liquid is present or the detritus is damp). All Charisma-based checks take a -2 penalty when applied to any targets who observe the librarian feeding on detritus.
  • Chapter III. Results: Diabolic Gastropoda (Sp)
    At level 10, the librarian can summon a swarm of squid imps,AlP:CSBBB-120 once per day. This creature manifests as approximately one hundred squid imps to which the swarm template has been applied. The poison due to a successful squid imp swarm attack is more powerful than a single squid imp poison as follows. Poison (Ex): Tentacles-injury; save Fort DC 20; frequency 1/round for 4 rounds; effect 2d3 Dex damage; cure 1 save. The swarm remains for 1 rnd/lvl. At fifteenth level, the librarian simultaneously summons two swarms. At twentieth level, the librarian simultaneously summons three swarms.
  • Chapter IV. Discussion: Enhanced Statocyst (Sp)
    At level 14, the librarian develops a new sensory organ called a statocyst, which provides three functions. First, the statocyst enhances balance, allowing the librarian to add half its level to CMD or reflex checks required to maintain balance, such as avoiding trips or falling prone. Second, the statocyst provides the ability to intuitively and definitively (without error) determine its velocity (speed and direction of motion) and acceleration (change in velocity). This ability functions under water, underground and above ground. Third, when the librarian is not moving, the statocyst possesses blindsense to 30'.
  • Chapter V. Conclusion: Hermaphroditic Love Dart (Sp)
    At level 18, the librarian is capable of shooting a needle-sized gypsobelum or "love dart" once per day. The love dart is a ranged touch attack with maximum range of 50' with an attack bonus equal to the librarian level that does no damage but has the following affects on the target. The target takes a penalty equal to the librarian level on all saves versus mind-affecting effects and all charisma-based skills. The target is allowed a fortitude (not will due to the chemical origin of the attraction) save, with a DC = 10 + librarian level, or is additionally subject to a permanent unnatural lust spell, which can only be removed by a greater dispel magic or more powerful spell. This love dart works regardless of gender or species of the target and librarian.

Dissertation: Linguistics
Librarians who pursue the study of Linguistics develop the ability to communicate with anyone and anything.

  • Chapter I. Introduction: Polyglot (Sp)
    At level 2, the librarian can cast tongues on himself/herself to speak any humanoid language or dialect. This spell can be cast a number of times per day equal to the librarian's Intelligence modifier (minimum 1). At fifth level, this ability can be cast, if desired, as tongues, communal.
  • Chapter II. Methods: Root Languages (Sp)
    At level 6, the librarian can cast speak with animals, speak with plants or speak with dead on himself/herself. This total number of uses of this ability per day is equal to the librarian's Intelligence modifier (minimum 1). At ninth level, this ability can be used, if desired, as a communal analog.
  • Chapter III. Results: Ancient Tongues (Sp)
    At level 10, the librarian can cast tongues on himself/herself to speak any aberrant (Aboleth, Aklo, etc.), elemental (Aquan, Auran, Ignan, Terran), or outsider (Abyssal, Celestial, Infernal, Protean, etc.) language. This spell can be cast a number of times per day equal to the librarian's Intelligence modifier (minimum 1). At thirteenth level, this ability can be cast, if desired, as a communal analog.
  • Chapter IV. Discussion: Silver Tongue (Sp)
    At level 14, the librarian can speak with the inanimate as per the spell stone tell, except the object is not limited to stone. It can include wood, metal, glass, ceramics and other materials. This spell can be cast a number of times per day equal to the librarian's Intelligence modifier (minimum 1).
  • Chapter V. Conclusion: Telepath (Sp)
    At level 18, the librarian gains permanent telepathy, as per the spell telepathy with any creature within 100'. The librarian also gains a permanent +10 to perception due to the background conversation of the inanimate now present in his/her ears. The rigor of the librarian's study is such that this effect is gained without a penalty to concentration.

Dissertation: Literature of the Cosmos
Librarians who pursue the literature of cosmos gain advantages from their knowledge of many customs.

  • Chapter I. Introduction: Spell Denial (Ex)
    At level 2, the librarian studies the spellbook, Arrowsong's Sorrow. As a result, per the Spell DenialArA feat, the librarian gains a +2 bonus on all saving throws of spells on one particular school. Another, different school may be added every fourth level thereafter to maximum of 5 schools at 18th level. None of the selected schools can be Divination.
  • Chapter II. Methods: Perfected Form (Su)
    At level 6, the librarian studies various apocrypha of the archon empyreal lord, Falayna. As a result, per the Perfected FormDA domain power, the librarian gains a +2 sacred (or profane, if evil) bonus on all saving throws vs polymorph, petrification and transmutation effects. This bonus increases by 1 for every five level 5 librarian levels to maximum of +5 schools at 20th level. When applicable, this effect stacks with Spell Denial.
  • Chapter III. Results: Ameliorate Damage (Sp)
    At level 10, the librarian studies tomes of psychometabolic corruption. As a result, the librarian gains a version of the Ameliorate DamagePsA corruption. Once per day the librarian can cast lesser restoration, neutralize poison, remove disease, regenerate, restoration or any cure spell. The librarian can select only himself/herself as the target. Through careful study, the librarian does not suffer the stain associated with this corruption.
  • Chapter IV. Discussion: Empty Mind (Su)
    At level 14, the librarian studies ancient Vudrani textsOR. As a result, the librarian gains a version of the Empty MindOO discipline power. Once per day the librarian can spend a free action to remove the blinded, confused, cowering, dazed, deafened, fascinated, frightened, nauseated, panicked, shaken, sickened, staggered or stunned condition from himself/herself.
  • Chapter V. Conclusion: Mnemovore (Sp)
    At level 18, the librarian studies Jurati's House of Folding WallsOR, a treatise on the extraplanar repository, Mnemovore. Through the librarian exchange progarm, the librarian has studied tomes from that esteemed vault. As a result, once per day the librarian can spend a free action to remove the dead, dying, paralyzed, petrified or unconscious condition from himself/herself. The removal of the dead or dying condition restores just enough hit points and/or Constitution points to not instantly trigger the return of the condition. The removal of the dead condition must occur with 1 rnd of death. The librarian must have a body to return to. A disintegrated librarian cannot used this effect. No disintegrations!

Dissertation: Material Dialectics
Librarians who study Material Dialectics are able to magnify the power of ordinary magical items.

  • Chapter I. Introduction: Headband of the Librarians
    At level 2, the librarian acquires a Headband of Vast Intelligence. This headband initially provides a +2 bonus to Intelligence. The librarian gains additional skill ranks associated with this increase in Intelligence. The bonus increases by +2 every four levels thereafter to a maximum of +10 at level 18.
  • Chapter II. Methods: Book Satchel, Scrivener's Quill & Reading Glasses
    At level 6, the librarian acquires or crafts (if he/she doesn't already have one) a Librarian's Satchel. In the hands of Material Dialectician, this satchel also takes on the additional abilities of a Book Thief's Satchel.PSP At level 6, the librarian also acquires or crafts a Quill of the Scrivener's Chant. This quill functions as the spell Scrivener's ChantSoS, except that the number of pages it can copy per minute is equal to the caster's level. At level 6, the librarian also acquires or crafts a pair of Spectacles of UnderstandingUE. These reading glasses convert the font of any book to one familiar to wearer.
  • Chapter III. Results: Double Banded Ring of Divination (Sp)
    At level 10, the librarian acquires or crafts a Double Banded Ring of Divination. This ring actually performs as two magic rings, a ring of wizardry IV and as a a ring of spell storing. The ring of wizardry doubles the number of fourth level spells memorized by the librarian. The ring of spell storing stores up to 8 levels of spells (from eight first level spells to one eighth level spell to any combination in between). The ring only functions with spells from the Divination school.
  • Chapter IV. Discussion: Akashic Form
    At level 14, the librarian acquires or crafts a Ring of Akashic Form. This ring functions as the ninth-level Necromancy spell Akashic FormOA. The effect is continuous until used. Once used, the ring cannot be used again until the next solstice or equinox.
  • Chapter V. Conclusion: Cloaking Device (Sp)
    At level 18, the Librarian enhances his/her greater Librarian's Cloak with the following properties. In addition to providing +4 AC, +2 Will, DR10/chaos and SR 10 + librarian's level, the greater librarian's cloak also provides +4 saves vs mind-affecting spells and abilities, greater invisibility (3/day), dimension door (3/day) and continuous nondetection.

Dissertation: Metaphysics
Librarians who pursue metaphysics explore the depths of what is achievable through the manipulation of metamagic feats. This was a particularly influential dissertation, given the few high-level divination spells available.

  • Chapter I. Introduction: Enlarging the Mind (Ex)
    At level 2, the librarian can choose to learn any two metamagic feats which increase the level of a spell by 1 level. Metamagic feats favored by librarians at this level include disruptive spell (disrupts spellcasting), ectoplasmic spell (affects incorporeal creatures), enlarge spell (doubles spell range), extend spell (double spell duration), silent spell (cast without verbal components) and still spell (cast without somatic components).
  • Chapter II. Methods: Seeking the Truth (Ex)
    At level 6, the librarian can choose to learn any two metamagic feats which increase the level of a spell by up to 2 levels. Metamagic feats favored by librarians at this level include empower spell (increase variables by 50%), persistent spell (target must save twice), seeking spell (cast around corners), studied spell (ignore DR & resistance), threnodic spell (affects undead creatures) and verdant spell (affects plant creatures).
  • Chapter III. Results: Widening the Horizon (Ex)
    At level 10, the librarian can choose to learn any two metamagic feats which increase the level of a spell by any number of level. Metamagic feats favored by librarians at this level include dazing spell (spell dazes target), maximize spell (maximize spell variables), quicken spell (cast spell as swift action) and widen spell (double spell radius or length).
  • Chapter IV. Discussion: Integrating Knowledge (Ex)
    At level 14, the librarian can associate two known metamagic feats to a single spell, while only increasing the cost of the spell by the number of levels associated with metamagic feat with the higher level adjustment. For example, a spell could be both enlarged (+1 level) and empowered (+2 levels) and would occupy a spell slot two levels higher than normal. As another example, a spell could be both maximized (+3 levels) and widened (+3 levels) and would occupy a spell slot three levels higher than normal.
  • Chapter V. Conclusion: Culminating Experience (Ex)
    At level 18, the librarian can associate three known metamagic feats to a single spell, while only increasing the cost of the spell by the number of levels associated with metamagic feat with the highest level adjustment. For example, a spell could be enlarged (+1 level), empowered (+2 levels) and widened (+3 levels) and would occupy a spell slot three levels higher than normal. Furthermore, a librarian can use metamagic feats on spells that would take them beyond ninth level. However, the spell occupies an additional ninth-level slot for each level above ninth-level it would be. Thus a maximized (+3 levels) seventh-level spell would be tenth level. A librarian can cast it by reserving two ninth-level spell slots, one for the original spell and one for the fact that the spell was tenth level (10 - 9 = 1). As a second example a librarian can cast an empowered (+2 levels) ninth-level spell by reserving three ninth-level spell slots, one for the original spell and two additional slots for the fact that the spell was eleventh level (11 - 9 = 2).

Dissertation: Multidisciplinary Studies
Librarians who pursue multidisciplinary studies have many research collaborators whom they can call to their aid.

  • Chapter I. Introduction: Psychopomp (Sp)
    At level 2, once per day the librarian can summon a Nosoi PsychopompB4 to his/her aid. This spell functions as the summon monster spell with the librarian's level serving as the caster's level.
  • Chapter II. Methods: Golem (Sp)
    At level 6, once per day the librarian can summon a book golemAAW:AB to his/her aid. This spell functions as the summon monster spell with the librarian's level serving as the caster's level.
  • Chapter III. Results: Clockwork (Sp)
    At level 10, once per day the librarian can summon a Clockwork LibrarianAP #004 or ChrestomathAP #063 to his/her aid. Roll randomly to determine which creature appears. This spell functions as the summon monster spell with the librarian's level serving as the caster's level.
  • Chapter IV. Discussion: Devil (Su)
    At level 14, once per day the librarian can summon either a Contract DevilB3 (Phistophilus) or Heresy DevilB5 (Ayngavhaul) to his/her aid. Roll randomly to determine which devil appears. This spell functions as the summon monster spell with the librarian's level serving as the caster's level.
  • Chapter V. Conclusion: Apkallu (Sp)
    At level 18, once per day the librarian can summon a ApkalluB5 to his/her aid. This spell functions as the summon monster spell with the librarian's level serving as the caster's level. Even at level 18, the Apkallu is likely more powerful than the caster; thus it will not obey any commands inconsistent with its lawful neutral alignment and its role as a librarian.

Dissertation: Mycology
Librarians who pursue mycology study mushrooms and other fungi.

  • Chapter I. Introduction: Leshy Science (Sp)
    At level 2, once per day the librarian can summon a Fungus LeshyB3 to his/her aid. This spell functions as the summon monster spell with the librarian's level serving as the caster's level. At fifth level and ever five levels after the number of fungus leshies appearing increases by 1 to a maximum of 5 at level 20.
  • Chapter II. Methods: Fruiting Body (Sp)
    At level 6, once per day the librarian can cause a living target within close range to ingest a spore. On a failed Fortitude save, a fungus leshy gestates within the host for 2d4+2 rounds. Each round the host takes 1d4 hp damage and 1 Con damage. At the end of the gestation period, the fully formed fungus leshy bursts forth from the abdomen causing 10d6 damage to the host. The fungus leshy remains for one rnd/lvl of the librarian.
  • Chapter III. Results: Mycorrhizal Network (Sp)
    At level 10, once per day the librarian can create a subterranean fungal network centered on the caster of radius 50'. The network remains for one minute per librarian level. During this time, all damage received by any member of the party in the area can be redistributed as the target chooses among any members of the party. Similarly, any healing received by any member of the party in the area can be redistributed as the target chooses among the party members. At level 20, this becomes a continuous effect.
  • Chapter IV. Discussion: Mycelium Headdress (Sp)
    At level 14, once per day the librarian can imbue up to one creature per librarian level with an unruly mycelium "wig" of fine, white strands. This wig remains for one hour per caster level and may be dismissed as a standard action. While present, the mycelium grants the target the following properties: (i) water or air breathing through the mycelium, (ii) immunity to non-magical poisons, and (iii) DR/10 negative energy attacks and (iv) -1 Charisma.
  • Chapter V. Conclusion: Cultural Immersion (Ex)
    At level 18, the spell caster permanently adopts the fungal creature templateB4. The features of this template are summarized below.
    • Type: The creature's type changes to plant (augmented). Do not recalculate base class Hit Dice, BAB, saves, or skill points.
    • Senses: A fungal creature gains darkvision 60 feet.
    • Armor Class: The fungal growths that appear on a fungal creature's body increase the base creature's natural armor bonus by 2.
    • Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected.
    • Defensive Abilities: A fungal creature gains immunity to disease in addition to all of the standard plant traits.
    • Speed: Each of a fungal creature's speeds decreases by 10 feet from those of the base creature (minimum 5 feet).
    • Abilities: Str +4, Dex -2 (minimum 1), Con +4.
    • Languages: If a fungal creature is able to speak, it gains the ability to speak Sylvan in addition to any other languages the base creature knows.
    • Attacks: A fungal creature retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. If the base creature has no other natural attacks, the fungal creature gains a slam attack that deals damage based on the fungal creature's size.
    • Speed: Each of a fungal creature's speeds decreases by 10 feet from those of the base creature (minimum 5 feet).
    • Special Attacks: A fungal creature gains the following.
      • Create Spawn (Ex) A creature killed by Constitution damage from a fungal creature's poison spore cloud transforms into a fungal spawn over a period of 24 hours.
      • Poison Spore Cloud (Ex) Once per day, a fungal creature can release a choking cloud of spores in a 15-foot-radius spread that lingers in the air for 10 rounds. This cloud functions as an inhaled poison.
      • Poisonous Blood (Ex) A fungal creature's blood and flesh are ingested poisons. Any creature that makes a bite attack against a fungal creature, swallows one whole, or otherwise ingests part of one must succeed at a Fortitude save or be afflicted by the poison.
    • Special Qualities: A fungal creature gains the following.
      • Fungal Metabolism (Ex) Fungal creatures breathe, but they do not eat or sleep in the typical manner.
      • Rejuvenation (Ex) A fungal creature gains all the sustenance it requires from contact with moist natural earth, but it must rejuvenate itself as often and for as long as humans need sleep. As long as it is in contact with moist natural earth, a resting fungal creature regains hit points as though it were undergoing complete bed rest and long term care (4 hit points per Hit Die for each day of rest).

Dissertation: Phrenology
Librarians who pursue phrenology study the size and shape of the cranium.

  • Chapter I. Introduction: Phrenology 101 (Ex)
    At level 2, through the science of phrenology, the librarian, receiving a +1 bonus on Sense Motive checks. This bonus increases by +1 every fourth level thereafter to maximum of +5 at 18th level.
  • Chapter II. Methods: Head Shrinkage (Sp)
    At level 6, once per day the librarian can cause the size of a target's head to shrink one size category resulting in a -4 penalty to Intelligence for one hour. The magnitude of the penalty also increases by 2 every fourth level to a maximum of -10 at level 18. The intelligence of the target cannot drop below 3. Because of the comical appearance of the target, the target also suffers a -5 penalty to Intimidate checks for the duration of the effect. A successful will save reduces the duration by half.
  • Chapter III. Results: Big-Headed (Sp)
    At level 10, once per day the librarian can cause the size of a target's head to grow one size category resulting in a +4 bonus to Intelligence for one hour. The magnitude of the bonus also increases by 2 every fourth level to a maximum of +10 at level 18. Because of the comical appearance of the target, the target also suffers a -5 penalty to Intimidate checks for the duration of the effect. The target also becomes ungainly, suffering a -2 penalty to Acrobatics and Climb checks for the duration of the effect. A successful will save reduces the duration by half.
  • Chapter IV. Discussion: Philoprogenitive Tendency (Sp)
    At level 14, once per day the librarian can cause a target to treat another creature as its child. If the target is of a species for which the parents are typically loving and attentive, then affection will be poured upon the "child". An attack upon such a "child" will cause the parent to violently defend it. If the target is of a species for which the parents are typically brutal or indifferent, then the treatment of the "child" will vary accordingly. This effect lasts for one round per level of the caster. A successful will save reduces the duration by half.
  • Chapter V. Conclusion: Cranial Topography (Ex)
    At level 18, once per day the librarian can study the cranium of a willing (or unconscious) subject for fifteen minutes. After this time, the Librarian has a complete understanding of the individual, including the presence and identity of any diseases, curses, or magical effects. If, on the same day, the librarian also uses Head Shrinkage, Big-Headed or Philoprogenitive Tendency on the same subject, all numerical effects (bonuses, penalties and durations) of those class features are doubled. Thus at level 18, Cranial Topography followed by Head Shrinkage results in a reduction of Intelligence by -20 (minimum 3) for 2 hours while Big-Headed increases Intelligence by 20 for 2 hours.

Dissertation: Physiology
Librarians who pursue physiology explore the structure of the living body.

  • Chapter I. Introduction: Anatomy (Ex)
    At level 2, the librarian's knowledge of the body provides a +1 bonus on Heal checks. This bonus increases by +1 every fourth level thereafter to maximum of +5 at 18th level.
  • Chapter II. Methods: Vulnerable Points (Ex)
    At level 6, once per day the librarian can identify vulnerable points in a foe, adding his/her Intelligence modifier to his/her attack and damage rolls. This ability remains in effect until the foe is slain. The librarian can use this skill an additional time per day every fourth level thereafter to a maximum of four times per day at level 18.
  • Chapter III. Results: Shared Knowledge (Ex)
    At level 10, twice per day the librarian can point out vulnerabilities to a single ally, thus sharing his/her Vulnerable Points class feature with an ally, allowing them to add the librarian's Intelligence modifier to their attack and damage rolls.
  • Chapter IV. Discussion: Expanded Curriculum (Ex)
    At level 14, twice per day the librarian can point out vulnerabilities with all allies located within close range, thus sharing his/her Vulnerable Points class feature with each ally, allowing them to add the librarian's Intelligence modifier to their attack and damage rolls.
  • Chapter V. Conclusion: Blood-Letting (Sp)
    At level 18, all wounds caused as a result of Vulnerable Points, Shared Knowledge and Expanded Curriculum generate 5 bleed damage per round until a successful DC25 heal check is made.

Dissertation: PsothicScience
Librarians who study Psothic Science are experts regarding the physiology and culture of the aberrant creatures known as psothic twins.

  • Chapter I. Introduction: Twinning (Sp)
    At level 2, the librarian designates one individual as her "twin". The librarian can cast Psothic Appearance Swap, Psothic Life Swap or Psothic Location Swap as a spell-like ability once per day.
  • Chapter II. Methods: Saliva Salve (Sp)
    At level 6, the librarian is able once per day to produce sufficient saliva to form a paste, which can be spread on the chest of a target. This paste has the effect of Balm of Nepenthe, except that the duration is reduced to 1d6+1 minutes. Every three levels after, the librarian can use this ability one additional time per day to a maximum of 5 times per day at level 18.
  • Chapter III. Results: Sensory Specialization (Sp)
    At level 10, the librarian must choose to follow the path of a psothic eye or a psothic mouth. If the librarian chooses the eye, the librarian gains darkvision 60'. If the librarian already has darkvision, its range is extended by 60'. In addition a librarian eye gains the ability to cast true seeing once per day. If the librarian chooses the mouth, the librarian gains blindsense 30'. If the librarian already has blindsense, its range is extended by 60'. In addition a librarian mouth gains a bite attack that deals 1d8 damage and that can overcome magical and silver resistance.
  • Chapter IV. Discussion: Rugose Complexion (Sp)
    At level 14, the designated twin of a librarian who chose the power of the eye at level 10 gains the powers of the mouth. Analogously, the designated twin of a librarian who chose the power of the mouth at level 10 gains the powers of the eye. Both the librarian and designated twin gain the aberration type. Additionally, the librarian gains the advantages of a Rugose Complexion (+3 Natural AC, +2 Diplomacy bonus only to other aberrations and a +2 Intimidation bonus in general).
  • Chapter V. Conclusion: Aberrant Fertility (Sp)
    At level 18, the librarian gains the ability once per day to summon a single psothic eye and a horde of psothic mouths, numbering 1d6 + librarian's level over two + their Intelligence Modifier.

Dissertation: Psychiatry
Librarians who pursue psychiatry explore the workings of the mind.

  • Chapter I. Introduction: Persuasion (Ex)
    At level 2, the librarian becomes adept at persuasion, receiving a +1 bonus on his/her choice of Bluff, Diplomacy or Intimidate checks. This bonus increases by +1 every fourth level thereafter to maximum of +5 at 18th level.
  • Chapter II. Methods: Second-Guessing (Ex)
    At level 6, as an immediate action once per day the librarian can cause a foe to second guess themselves, resulting in a -2 on an attack, damage or save rolls. The librarian can use this skill an additional time per day every fourth level thereafter to a maximum of four times per day at level 18. The magnitude of the penalty also increases by 1 every fourth level to a maximum of -5 at level 18.
  • Chapter III. Results: Subliminal-Message (Sp)
    At level 10, once per day the librarian can covertly send a subliminal message to a foe, as per the spell suggestion. Neither the target nor anyone else is aware of the librarian's message, unless they succeed at a DC 40 Perception check.
  • Chapter IV. Discussion: Amnesia (Sp)
    At level 14, once per day the librarian can cause a target to forget a weapon proficiency, spell, all ranks in one skill, or other class feature for the period of one hour. A successful will save reduces the duration of the effect to five minutes.
  • Chapter V. Conclusion: Plant Memory (Sp)
    At level 18, once per day the librarian can instill a false memory of a traumatic event in a target, causing it to become panicked for ten minutes. A successful Will save reduces the condition to frightened.

Dissertation: Shifter Studies
Librarians who pursue shifter studies explore the metamorphoses of the shifter class, which originated in Ultimate WildernessPRG:UW.

  • Chapter I. Introduction: Minor Form (Sp)
    At level 2, the librarian selects a shifter animal aspect and gains the minor form ability of that aspect. This form can be taken for a number of minutes per day equal to 3 + her librarian level + her Intelligence Modifier. She gains the level advances in minor form abilities as would a shifter.
  • Chapter II. Methods: Major Form (Sp)
    At level 6, the librarian gains the ability to turn into the major aspect of her shifter form for one hour per every two levels per day, generally functioning as Beast Shape II. She gains the level advances in major form abilities as would a shifter.
  • Chapter III. Results: Shared Minor Shifting (Sp)
    At level 10, the librarian can share the benefits of the minor form or her aspect with friend or foe (Will save with DC of 10 + librarian level + Intelligence Modifier). The maximum duration of this effect is equal to a number of minutes per day equal to 3 + her librarian level + her Intelligence Modifier, but can be distributed in any way the librarian chooses in increments of one minute.
  • Chapter IV. Discussion: Shared Major Shifting (Sp)
    At level 14, the librarian can share the benefits of the major form of her aspect with friend or foe (Will save with DC of 10 + librarian level + Intelligence Modifier). The maximum duration of this effect is equal to one hour per every two levels per day, but can be distributed in any way the librarian chooses in increments of one hour.
  • Chapter V. Conclusion: Seamless Shifting (Sp)
    At level 18, the librarian can simultaneously adopt the effects of her minor and major forms at will and for an unlimited duration. She can still share this combined minor and major shifting with others, but is limited to one hour per every two levels per day, which can be distributed in any way the librarian chooses in increments of one hour.

Dissertation: The Great Race of Yith
Librarians who study the The Great Race of Yith investigate the Yithian culture.

  • Chapter I. Introduction: Curvilinear Calligraphy (Ex)
    At level 2, the librarian gains the ability to read and write the curvilinear calligraphy of the great race of Yith. This language is impenetrable to deciphering by those not trained in the language. It is capable of recording secrets arcane, divine and psychic.
  • Chapter II. Methods: Temporal Nudge (Sp)
    At level 6, once per day the librarian can cause one creature including itself to leap forward in time a maximum of 1 round per level. The number of creatures affected increases by one at every four levels to a maximum of four at 18th level. The number of rounds can ve varied by individual in a single casting.
  • Chapter III. Results: Remote Possession (Sp)
    At level 10, once per day the librarian gains ability to cast greater possession. When cast in this way, the range of the spell is long rather than medium.
  • Chapter IV. Discussion: Time-Shifted Possession (Sp)
    At level 14, once per day the librarian gains ability to cast greater possession on a creature for a period of one hour per level at any point up to one day per level in the future.
  • Chapter V. Conclusion: Dual Existence Via Temporal Joining (Sp)
    At level 18, once per day the librarian simultaneously exists in the present and at the height of the civilization of the great race of Yith one hundred fifty million years ago. This juxtaposition of realities results in the following changes. The player takes a -2 to all concentration checks and attack rolls. The librarian can consult with Yithian scholars, gaining a +5 on all knowledge checks. Once per day, the librarian can request 1d2+1 Yith to shift through time and each possess one creature for one hour. In doing so, the ancient Yiths can control the creatures actions and have access to all memory and contents of the host creatures mind. The save against possession is Will-based with a DC 10 + librarian's level.

Dissertation: Theory of Shadows
Librarians who study the Theory of Shadows investigate the physics and metaphysics of optics.

  • Chapter I. Introduction: Optics (Sp)
    At level 2, the librarian gains +4 Stealth in dim light and +8 stealth in darkness. The bonus increases by +4 if the librarian remains motionless.
  • Chapter II. Methods: Antumbra (Sp)
    At level 6, the librarian adds 1d6 precision damage when attacking in darkness or at least 20% concealment. This damage applies to melee, ranged and spell attacks, so long as the spells do damage. The additional damage increases by d6 at every three levels to a maximum of +5d6 at 18th level. This additional damage bypasses damage and spell resistance.
  • Chapter III. Results: Metaumbra (Sp)
    At level 10, the librarian gains the Tenebrous spell metamagic feat (+1 DC & -2 dispel magic) & Umbral Spell metamagic feat (spell gains darkness descriptor & target radiates darkness 10'). The spell slot increase for each feat is reduced by 1, so the Tenebrous Spell is +0 and the Umbral Spell is +1.
  • Chapter IV. Discussion: Penumbra (Sp)
    At level 14, the librarian can summon a shadow giantPCS:ISB once per day, per the summon monster spell.
  • Chapter V. Conclusion: Umbra (Sp)
    At level 18, the librarian permanently gains the Shadow template.PRG:B4 The base creature's type changes to outsider, and it gains the augmented subtype. As the base creature plus darkvision 60 feet and low-light vision. If the creature already possesses darkvision, increase the range by 60'. A shadow creature gains damage reduction 10/magic and resistance to cold and electricity 15. In any illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature gains spell resistance equal to the base creature's HD + 6.

Dissertation: Underterror Studies
Librarians who pursue underterror studies explore the metamorphoses of the underterror class, which originated with the gitwercAAW:URC.

  • Chapter I. Introduction: Reduced Evolution (Sp)
    At level 2, the librarian gains 1 underterror evolution pool point for each even level of librarian. These pool points can be used to take on a underterror/eidolon evolution. The choice of evolutions can be changed only upon gaining a new level.
  • Chapter II. Methods: Evolution I (Sp)
    At level 6, the librarian selects a 1 pt evolution at the beginning of each day. This evolution does not count against its evolution pool points. The choice cannot be changed until 24 hrs have passed.
  • Chapter III. Results: Evolution II (Sp)
    At level 10, the librarian selects a 2 pt evolution at the beginning of each day. This evolution does not count against its evolution pool points and is in addition to the 1 pt evolution gained at 6th level. The choice cannot be changed until 24 hrs have passed.
  • Chapter IV. Discussion: Evolution III (Sp)
    At level 14, the librarian selects a 3 pt evolution at the beginning of each day. This evolution does not count against its evolution pool points and is in addition to the evolutions gained at 6th and 10th levels. The choice cannot be changed until 24 hrs have passed.
  • Chapter V. Conclusion: Evolution IV (Sp)
    At level 18, the librarian selects a 4 pt evolution at the beginning of each day. This evolution does not count against its evolution pool points and is in addition to the evolutions gained at 6th, 10th and 14th levels. The choice cannot be changed until 24 hrs have passed.

Spell List

List of Librarian Spells
0 1 2 3 4 5 6 7 8 9

Below is a partial list of librarian spells. A librarian can learn any spell from the school of Divination, regardless of typical race or class restrictions. Where a divination spell not listed below is available to multiple classes at varying levels, the spell is always available to a librarian at the lowest possible level. For Divination spells that require other class options, (such as Enemy Insight requiring Favored Enemy, Lend Judgment requiring Judgment, Share Senses requiring a familiar, etc.) the librarian must possess those options (through multiclassing, for example) in order for the spell to have any effect.

Level 0
Name Description Source
Detect Magic Detects all spells and magic items within 60 ft. PRG:CRB
Detect Poison Detects poison in one creature or small object. PRG:CRB
Detect Psychic Significance Find psychically charged items. PRG:OA
Enhanced Diplomacy Touched creature gains +2 on one Diplomacy or Intimidate check. PC:TEoG
Grasp Reroll failed Climb check at -2. PPC:HotD
Know Direction You discern north. PRG:CRB
Guidance Touched creature gains +1 on one attack roll, saving throw, or skill check. PRG:CRB
Read Magic Read scrolls and spellbooks. PRG:CRB
Sift See area as though examining it. PRG:APG
Level 1
Name Description Source
Ancestral Nemeses gain bonus to attack & damage against traditional racial enemies, penalty against racial allies, and limited bonus against all others. AAW:URC
Anticipate Peril Target gains a bonus on one initiative check. PRG:UM
Blood Track Gain +20 to track for 24 hrs on creature for whom you have tasted blood. KP:ARC
Comprehend Languages You understand all spoken and written languages. PRG:CRB
Cultural Adaptation Adapt to fit the local culture. PRG:UI
Deadeye's Lore Gain a +4 bonus on Survival and move full speed while tracking. PRG:UC
Detect Aberration Reveals presence of aberrations. PRG:APG
Detect Animals or Plants Detects kinds of animals or plants. PRG:CRB
Detect Chaos as detect evil, but for chaotic alignments. PRG:CRB
Detect Charm As detect magic, except you immediately detect the strength and location of each charm, compulsion, and possession aura on all creatures in the area. PC:ASL
Detect Dwarf Reveals creatures with the dwarf subtype. AAW:URC
Detect Evil Reveals creatures, spells, or objects of selected alignment. PRG:CRB
Detect Good as detect evil, but for good alignments. PRG:CRB
Detect Hatred Detect creatures with unfavorable attitudes toward you. KP:ARC
Detect Law as detect evil, but for lawful alignments. PRG:CRB
Detect Metal You detect any metal objects or creatures within a 60-foot cone. PPC:PotR
Detect Radiation Detect radiation in the surrounding area. PCS:TG
Detect Secret Doors Reveals hidden doors within 60 ft. PRG:CRB
Detect Snares and Pits Reveals natural or primitive traps. PRG:CRB
Detect the Faithful Detect other worshipers of your deity. PC:TEoG
Detect Undead Reveals undead within 60 ft. PRG:CRB
Diagnose Disease Detect and identify diseases. PRG:UM
Discern Next of Kin Read the target’s mind to learn about its family. PRG:ACG
Early Judgment Provide target a brief glimpse of the reward or punishment that waits for it when it dies. PCS:ISG
Embrace Destiny Roll d20; before end of spell, use roll to replace another d20 roll before the die is rolled. PCS:LK
Halfling Vengeance Ascertain foe's weakness. PRG:AP131
Heightened Awareness Your recall and ability to process information improve. PRG:ACG
Hive Mind, Lesser Two creatures gain telepathy within close distance. AAW:URC
Identify Gives +10 bonus to identify magic items. PRG:CRB
Karmic Blessing The target treats one skill of your choice as a class skill. PRG:ARG
Know Peerage Target uses your Knowledge (nobility) ranks. PRG:UI
Know the Enemy Gain +10 on a monster Knowledge check. PRG:UM
Lend Judgment Ally receives all your judgments. PRG:UM
Linked Legacy Two willing targets can share bonuses of monster knowledge. PRG:ArA
Mental Block Prevent the target from using its skill ranks, spells, feats, and abilities. PRG:OA
Mind Thrust I Mentally deal 1d6 points of damage per level. PRG:OA
Mindlink Communicate a great deal of information in an instant. PRG:OA
Object Reading Read psychic impressions left on an object. PRG:OA
Play Instrument Play instrument as if you were skilled. PRG:UM
Psychic Reading Read surface thoughts to learn information about a subject. PRG:OA
Read Weather Forecast the weather at your location for the next 48 hours. PCS:ISG
Residual Tracking Tell creature's appearance by footprint. PRG:APG
Rune Trace Understand rune by touch without triggering it. PRG:AG
See Alignment Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance. PRG:UC
Sense Spirit Magic Gain bonuses on identifying and resisting spells associated with your spirits. PRG:ACG
Share Language Subject understands chosen language. PRG:APG
Skim Read four times faster than usual. PPC:BotA
Speak with Animals You can communicate with animals. PRG:CRB
Surest Path Animated ball of yarn leads to desired exit of cave or maze. KP:ARC
Tap Inner Beauty You gain a +2 insight bonus on all Charisma ability checks and Charisma-based skill checks. PCS:ISG
Technomancy As detect magic, except detects the presence of technological objects instead of magical objects and grants the Technologist feat for attempting Knowledge (engineering) checks to identify the properties of technological items. If you already possess this feat, you gain a +10 bonus on Knowledge (engineering) checks to identify item properties. PCS:TG
Timely Inspiration Gives bonus on failed check/attack. PRG:APG
True Strike +20 on your next attack roll. PRG:CRB
Whispering Lore You are able to gain knowledge from the land itself. PRG:ARG
Level 2
Name Description Source
Analyze Aura Read a creature's or an object's alignment, emotion, health, and magic auras. PRG:OA
Ancestral Communion You contact your ancestors to bolster your own knowledge. PC:DoG
Anticipate Thoughts Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature. PRG:OA
Aquatic Trail Track creatures underwater. PCS:AqA
Augury Learns whether an action will be good or bad. PRG:CRB
Beastspeak Speak normally while in animal form. PRG:ACG
Blood Biography Learn about a creature with its blood. PRG:APG
Blood Transcription Learn a spell from the target's blood. PRG:UM
Carrion Compass You are lead to an undead creature's most recent controller or the cause of the creature's undeath PPC:USH
Commune with Birds You can understand the responses given by birds. PRG:ARG
Create Treasure Map Creates treasure map out of a creature's corpse. PRG:APG
Detect Anxieties Learn what makes creatures anxious. PRG:UI
Detect Desires Learn what creatures desire. PRG:UI
Detect Mindscape Sense the presence and attributes of mindscapes. PRG:OA
Detect Magic, Greater As detect magic, but learn more information. PRG:UI
Detect Thoughts Allows "listening" to surface thoughts. PRG:CRB
Determine Depth With a touch, you determine the exact thickness of a wall, ceiling, or other solid barrier. PPC:DHB
Eagle Eye Creates a magical sensor high above you. PRG:APG
Elemental Speech Enables you to speak to elementals and some creatures. PRG:APG
Enemy Insight Grant others a bonus against your favored enemies. PRG:ACG
Find the Surface Mote of energy shows path up to one mile to surface. AAW:URC
Find Traps Notice traps as a rogue does. PRG:CRB
Focused Scrutiny Gain skill bonuses when interacting with the target. PRG:ACG
Fortune's Path Predict events in near future with variable results. PPC:DD
Follow Aura Gain ability to follow the trail of the aura of an alignment. PRG:APG
Gallant Inspiration +2d4 bonus on failed attack roll or skill check. PRG:APG
Guiding Star Know approximate distance from where you cast this spell. PRG:APG
Hive Mind Two creatures gain telepathy within medium distance. AAW:URC
Hunter's Discerning Scent Magically augmented sense of scent detects magic, lies and alignment. KP:ARC
Hunter's Eye +20 on Perception checks to locate a target. PRG:APG
Hypercognition Rapidly recall everything you know about a subject. PRG:OA
Identify Gives +10 bonus to identify magic items. PRG:CRB
Impossible Arithmetic Gain one truth regarding a Mythos. PG:CM
Insect Scouts This spell summons one or more vermin to investigate a single location or building you can see. Your scouts must spend 1d6 hours investigating the target location, but need no oversight. PPC:SpyHB
Light of Knowledge Group knowledge checks w/ highest skill ranks, Int Mod & max aid others. AAW:URC
Locate Object Senses direction toward object (specific or type). PRG:CRB
Locate Weakness You roll damage twice when you roll damage for a critical hit and take the best damage. PRG:UC
Mindshock Add 1d4 damage to physical attack. A critical causes confusion. PRG:OO
Mind Thrust II As mind thrust I, but deal 1d8 points of damage per level (maximum 5d8). PRG:OA
Pack Empathy Create an empathic bond with allies. PRG:UI
Perfect Placement Affected creatures gain tactical knowledge and maximize their efficiency on the field of battle. PPC:ArA
Replay Tracks Reconstruct past events at location based on tracks and signs. PRG:UW
See Invisibility Reveals invisible creatures or objects. PRG:CRB
Seed Spies As insect scouts but with wafting seeds as spies. PRG:UW
Sensory Amplifier All within 10' gain +5 perception and lowlight vision & scent. If hit, take extra 2d6 damage. PRG:OO
Share Language, Communal As share language, but you may divide the duration among creatures touched. PRG:UC
Share Memory Share one memory with the target. PRG:UM
Shared Training Grant teamwork feat to allies. PPC:BotA
Speak with Plants You can talk to plants and plant creatures. PRG:CRB
Spell Gauge You learn the spells known or prepared by the target. PCS:ISG
Status Monitors condition, position of allies. PCCS
Stone Sight Gain knowledge about presence, composition and structure of nearby gems, minerals, ores or stone. KP:ARC
Track Ship Track a ships location and movement with the aid of a nautical chart and a piece of the ship to be tracked. PPC:PotIS
Tongues Speak and understand any language. PRG:CRB
Voluminous Vocabulary Grant ability to speak, read, and write one or more languages for 8 hours. PRG:UI
Level 3
Name Description Source
Akashic Communion Attempt to gain a glimpse of some specific event from the Akashic Record. PPC:MaTT
Arcane Sight Magical auras become visible to you. PRG:CRB
Aura Sight Alignment auras become visible to you. PRG:ACG
Clairaudience/Clairvoyance Hear or see at a distance for 1 min./level. PRG:CRB
Coordinated Effort Grants allies a teamwork feat. PRG:CRB
Discern Value You can quickly analyze the monetary value of objects and identify which are most valuable to an average trader. PPC:DHB
Find Fault You instantly learn many of the target's weaknesses. PPC:ArA
Forest's Sense Locate target within 10' of living plant or fungus. PRG:UW
Harrowing You use a Harrow deck to tell a fortune for yourself or someone else. PCS:ISWG
Hive Mind, Greater 1 creature per caster level gains telepathy within long distance. AAW:URC
Insect Spies Use magic beetles as spies. PRG:UI
Litany of Sight You can see invisible creatures and objects within 30 feet of you. PRG:UC
Locate Creature Indicates direction to familiar creature. PRG:CRB
Mark of Obvious Ethics Other creatures can determine the target's alignment. PRG:ACG
Meticulous Match Determine if two things are identical. PRG:UI
Mind Probe Learn answers from a subject's memories. PRG:CRB
Mind Thrust III As mind thrust I , but deal a maximum of 10d8 points of damage. PRG:OA
Mnemonic Siphon Create run on object which steals spell from next caster who claims it. PPC:BotA
Named Bullet Imbues ammunition with accuracy against a specific creature type. PRG:UC
Pierce Disguise See through low-level magical disguises. PRG:ACG
Retrocognition Gain psychic impressions from past events in a location. PRG:CRB
Scrying Spies on subject from a distance. PRG:CRB
See Beyond You attune your mind and your sight to the hidden world of spirits. PPC:DA
Seek Thoughts Detects thinking creatures' thoughts. PRG:APG
Share Senses Perceive the world around your familiar. PRG:APG
Signs of the Land As commune with nature, but reveals three features of territory. PRG:UW
Spherescry Remotely view through spheres that have consumed some portion of the caster's body. PCh:CTR
Spirit Bonds You know the direction, relative distance to, and condition of target creatures or objects. PPC:DA
Threefold Sight Roll three die and take middle value. PPC:LoFW
Tongues, Communal As tongues, but you may divide the duration among creatures touched. PRG:UC
Unravel Destiny Target takes a cumulative -2 penalty on ability checks, attack rolls, saving throws, and skill checks for every hero point it has PRG:APG
Witness See through the target's eyes and ears. PRG:UM
Level 4
Name Description Source
Ancestral Memory You contact your ancestors for +5 insight & specific knowledge. PCS:ISWG
Arcane Eye Invisible floating eye moves 30 ft./round. PRG:CRB
Awaken the Devoured Deal 1d8 damage/lvl to daemons PRG:BotD
Battlemind Link You and an ally gain attack and AC bonuses. PRG:UM
Bestow History +6 bonus to knowledge checks related to creature whose blood was used as a spell component. AAW:URC
Commune with Nature Learn about terrain for 1 mile/level. PRG:CRB
Commune with Plane Learn about territory in a given plane. PRG:PA
Contact Other Plane Lets you ask question of extraplanar entity. PRG:CRB
Detect Scrying Alerts you to magical eavesdropping PRG:MA
Discern Lies Reveals deliberate falsehoods. PRG:CRB
Divination Provides useful advice for specific proposed actions. PRG:CRB
Dream Scan Read a dreaming creature's thoughts. PRG:OA
Extispicy Read entrails of sacrificial victim to gain specific advice. KP:ARC
Find Quarry You can sense whether a particular creature is within 20 miles of your location. PRG:UC
Foretell Failure You cast this spell immediately before taking an action that requires a d20 roll, granting you an ability to change your action if it would fail on a roll of 9 or less on the roll. PPC:ArA
Glimpse of Truth Gain true seeing for 1 round. PRG:UI
Halfling Vengeance, Mass Ascertain foes' weakness. PRG:AP131
Harvest Knowledge Absorb creatures knowledge by touch. PCS:IST
Legend Lore Lets you learn tales about a person, place, or thing. PRG:CRB
Litany of Truth All illusion spells on target & concealment are suppressed. PCS:QJE
Mask From Divination You lock a mask on the target's face, after which it adheres tightly to the target for the spell's duration and cannot be removed by physical force. PPC:ArA
Mind Thrust IV As mind thrust I , but a maximum of 15d8 points of damage and target is fatigued for 1 round. PRG:OA
Mind Thrust I, Communal As mind thrust I, but distribute damage and effects among multiple targets. PPPH:L
Named Bullet, Greater As named bullet, but deals 2 points of damage for every caster level. PRG:UC
Remote Viewing Gain psychic impressions from a distant location. PRG:OA
Symbol of Revelation Triggered symbol reveals illusions. PRG:UM
Synapse Overload Deal 1d6 points of damage per level and stagger target for 1 minute. PRG:OA
Telepathy Communicate mentally with creatures within 100 ft. PRG:OA
Thoughtsense Automatically detect nearby conscious creatures. PRG:OA
Trace Teleport Determine where and when teleportation occurred, and glimpse the origin or destination. PRG:UI
Traveling Dream As Arcane Eye, but sensor is cast while sleeping, is human-shaped and is visible to children. PCh:GaM
Truespeak You can communicate with any creature that is not mindless. PRG:ARG
Vicarious View Plant a scrying sensor that you can use to spy on a creature, object, or location. PRG:UI
Watchful Animal You place a scrying sensor on your animal companion or familiar. PPC:SpyHB
Level 5
Name Description Source
Commune Deity answers one yes-or-no question/level. PRG:CRB
Locate Gate Find a nearby magical portal. PRG:HA
Mind Thrust V As mind thrust IV, but target is exhausted or fatigued for 1 round. PRG:OA
Mind Thrust II, Communal As mind thrust II, but distribute damage and effects among multiple targets. PPPH:L
The Ornithological Collection of Uwetsiageyv I Retrieve one book in the form of a raven. PPPH:L
Prying Eyes 1d4 + 1/level floating eyes scout for you. PRG:CRB
Symbol of Scrying Triggered rune activates scrying sensor. PRG:UM
Telepathic Bond Link lets allies communicate. PRG:CRB
True Seeing Lets you see all things as they really are. PRG:CRB
Level 6
Name Description Source
Analyze Dweomer Reveals magical aspects of subject. PRG:CRB
Discern Location Reveals exact location of creature or object. PRG:CRB
Find the Path Shows most direct way to a location. PRG:CRB
Insect Spies, Greater Use magic beetles as spies and also share their senses. PRG:UI
Mind Thrust VI As mind thrust IV, but maximum 20d8 points of damage and target is exhausted and stunned for 1 round. PRG:OA
Mind Thrust III, Communal As mind thrust III, but distribute damage and effects among multiple targets. PPPH:L
The Ornithological Collection of Uwetsiageyv II As the ornithological collection of Uwetsiageyv I, but retrieve one book in the form of a giant raven. PPPH:L
Prophetic Lore Call to mind a prophedy regarding person, place, item or event. PPC:DD
Sarzari Shadow Memory Access "Back Door", "Character" or "Weakness" knowledge from Crimson Citadel. PRG:AG
Scrying, Greater As scrying, but faster and longer. PRG:CRB
Soulseeker Identify the stage of a given soul's judgment or determine its fate post-judgment. PRG:PA
Speak with Waves As stone tell, but allows conversation with a standing or flowing body of fresh water. PCS:EMH
Stone Tell Talk to natural or worked stone. PRG:CRB
Level 7
Name Description Source
Arcane Sight, Greater As arcane sight, but also reveals magic effects on creatures and objects. PRG:CRB
Hong Samud's Alternate Reality I Exchange target with healthy version of itself from parallel reality. PPPH:L
Mind Thrust IV, Communal As mind thrust IV, but distribute damage and effects among multiple targets. PPPH:L
The Ornithological Collection of Uwetsiageyv III As the ornithological collection of Uwetsiageyv I, but retrieve one book in the form of a large raven. PPPH:L
Vision As legend lore, but quicker. PRG:CRB
Level 8
Name Description Source
Glimpse of the Akashic Gain a bonus equal to caster level on all checks, attacks, damage, and saves for 1 minute sometime in next day. PRG:PsA
Hong Samud's Alternate Reality II Exchange target with enhanced version of itself from parallel reality. PPPH:L
Mind Thrust V, Communal As mind thrust V, but distribute damage and effects among multiple targets. PPPH:L
Moment of Prescience You gain +1/level insight bonus on single attack roll, check, or save. PRG:CRB
Prediction of Failure Target is permanently shaken and sickened, and may gain a spellblight. PRG:UM
Prying Eyes, Greater As prying eyes, but eyes have true seeing. PRG:CRB
The Ornithological Collection of Uwetsiageyv IV As the ornithological collection of Uwetsiageyv I, but retrieve one book in the form of a huge raven. PPPH:L
Level 9
Name Description Source
Foresight "Sixth sense" warns of impending danger. PRG:CRB
Hong Samud's Alternate Reality III Exchange target with version in parallel reality where it does not exist; thus annihilating it. PPPH:L
Mind Thrust VI, Communal As mind thrust VI, but distribute damage and effects among multiple targets. PPPH:L
Omniscience Unleash an onslaught of information, significant and otherwise. PPPH:L
The Ornithological Collection of Uwetsiageyv V As the ornithological collection of Uwetsiageyv I, but retrieve one book in the form of a gargantuan raven. PPPH:L

New Librarian Spells

New Spells

Librarians discovered a dearth of high level spells from the school of divination. Therefore they developed several to meet their needs. These spells are only available to librarians, as written. Players of other classes must consult with their GM before attempting to learn any of these spells. Librarians do not teach them to others outside the Community of Librarians.

Hong Samud's Alternate Reality I
School divination; Level librarian 7
CASTING: Casting Time 1 standard action; Components S
EFFECT
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 rnd/level
Saving Throw: Will, negates; Spell Resistance: no
Hong Samud discovered an infinite number of parallel realities. In some of these realities, virtual duplicates of each individual exist. He was able to temporarily exchange places of two copies of the same creature. This spell allows the caster to switch one target (the caster him/herself or one other creature) with a version from a parallel universe. This version is identical in appearance, abilities and equipment to the original but has not taken any damage nor has it used any spells or daily powers. At the end of the spell, the original returns in whatever condition it was when it left. If the parallel version dies during the course of the spell, the original instantly returns.

Hong Samud's Alternate Reality II
School divination; Level librarian 8
CASTING: Casting Time 1 standard action; Components S
EFFECT
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 rnd/level
Saving Throw: Will, negates; Spell Resistance: no
Hong Samud discovered an infinite number of parallel realities. In some of these realities, duplicates of each individual exist, but there are significant differences between the origin and the parallel version. This spell allows the caster to switch one target with an enhanced version from a parallel universe. This version is identical in appearance to the original but has not taken any damage nor has it used any spells or daily powers. Furthermore, this version has any three abilities with a +4 bonus and one ability with a -4 bonus. (Two abilities remain unchanged.) What's more, this improved version arrives with a loyal animal companion or familiar (an improved version of the original's companion, if he/she has one). At the end of the spell, the original returns in whatever condition it was when it left. If the parallel version dies during the course of the spell, the original instantly returns.

Hong Samud's Alternate Reality III
School divination; Level librarian 9
CASTING: Casting Time 1 standard action; Components S
EFFECT
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: instantaneous
Saving Throw: Fortitude, partial; Spell Resistance: no
Hong Samud discovered an infinite number of parallel realities. In some of these realities, an individual does not exist at all. Attempting to exchange versions results in the instant annihilation of the original, reducing it to a number of negative hit points equal to its Constitution score. A creature killed in this way cannot be raised, resurrected or reincarnated. A wish can return the individual to its original state. A successful save results in 1d10+1 points of damage per caster level (maximum 20d10+20).

Mind Thrust I, Communal
School divination [mind-affecting]; Level librarian 4
CASTING: Casting Time 1 standard action; Components S
EFFECT
Range: close (25 ft. + 5 ft./2 levels)
Target: one to caster level (max five) creatures
Duration: instantaneous
Saving Throw: Will half; Spell Resistance: yes
This spell functions as mind thrust I, but each die of the 5d6 damage can be split among one to five creatures in any manner chosen by the caster, e.g. 1d6 per each of five targets or 2d6 to one target and 3d6 to a second, etc.

Mind Thrust II, Communal
School divination [mind-affecting]; Level librarian 5
CASTING: Casting Time 1 standard action; Components S
EFFECT
Range: close (25 ft. + 5 ft./2 levels)
Target: one to caster level (max five) creatures
Duration: instantaneous
Saving Throw: Will half; Spell Resistance: yes
This spell functions as mind thrust II, but each die of the up to 5d8 damage can be split among one to five creatures in any manner chosen by the caster. This spell can be undercast.

Mind Thrust III, Communal
School divination [mind-affecting]; Level librarian 6
CASTING: Casting Time 1 standard action; Components S
EFFECT
Range: close (25 ft. + 5 ft./2 levels)
Target: one to caster level (max ten) creatures
Duration: instantaneous
Saving Throw: Will half; Spell Resistance: yes
This spell functions as mind thrust III, but each die of the 10d8 damage can be split among one to ten creatures in any manner chosen by the caster. This spell can be undercast.

Mind Thrust IV, Communal
School divination [mind-affecting]; Level librarian 7
CASTING: Casting Time 1 standard action; Components S
EFFECT
Range: close (25 ft. + 5 ft./2 levels)
Target: one to caster level (max fifteen) creatures
Duration: instantaneous
Saving Throw: Will half; Spell Resistance: yes
This spell functions as mind thrust IV, but each die of the 10d8 damage can be split among one to ten creatures in any manner chosen by the caster. Any target, regardless of damage, is fatigued for 1 round it fails its save. This spell can be undercast.

Mind Thrust V, Communal
School divination [mind-affecting]; Level librarian 8
CASTING: Casting Time 1 standard action; Components S
EFFECT
Range: close (25 ft. + 5 ft./2 levels)
Target: one to caster level (max fifteen) creatures
Duration: instantaneous
Saving Throw: Will half; Spell Resistance: yes
This spell functions as mind thrust V, but each die of the 15d8 damage can be split among one to fifteen creatures in any manner chosen by the caster. Any target, regardless of damage, is also exhausted for 1 round if it fails its save and fatigued for 1 round if it succeeds at its save. This spell can be undercast.

Mind Thrust VI, Communal
School divination [mind-affecting]; Level librarian 9
CASTING: Casting Time 1 standard action; Components S
EFFECT
Range: close (25 ft. + 5 ft./2 levels)
Target: one to caster level (max twenty) creatures
Duration: instantaneous
Saving Throw: Will half; Spell Resistance: yes
This spell functions as mind thrust VI, but each die of the 20d8 damage can be split among one to twenty creatures in any manner chosen by the caster. Any target, regardless of damage, is exhausted and stunned for 1 round if it fails its save and fatigued for 1 round if it succeeds at its save. This spell can be undercast.

Omniscience
School divination; Level librarian 9
CASTING: Casting Time 1 standard action; Components S
EFFECT
Range: medium (100 ft + 10 ft per level)
Target: self
Duration: 1 rnd
Saving Throw: none; Spell Resistance: no
This spell transforms the caster's mind into swirling vortex that sucks all knowledge, however secret, related to any people, creatures or objects within the range of the spell into it. Allies and foes are equally affected. Explosive secrets that one PC has shared with the GM may be revealed to the caster during this spell. Any information regarding the living, dead and undead located within the spell is instantly known. Knowledge can be extracted from the animate or inanimate with equal ease. Information about the location and its history can also be obtained. The spell lasts only 1 rnd. In this brief time a number of distinct pieces of information equal to the caster's level are revealed. Some of the information may be intentionally sought. Other information, while factually accurate, may be irrelevant. As a result of this onslaught of information, the caster is staggered for 1 rnd per level after the casting of this spell.

The Ornithological Collection of Uwetsiageyv I
School divination; Level librarian 5
CASTING: Casting Time 1 standard action; Components S
EFFECT
Range: close (25 ft. + 5 ft./2 levels)
Effect: one summoned creature
Duration: 1 minute/level
Saving Throw: none; Spell Resistance: no
Uwetsiageyv (u-WAY-chee-uh-GAY-un) was a librarian who maintained a library in the form of an aviary in which all of the books had been transformed into the shape of birds. Although many species of bird were represented in her library, she was particularly fond of ravens. This spell retrieves a single book from her library, in the form of raven (size: tiny). This book has all the natural capabilities of a raven and some unnatural ones. The raven can communicate the contents of this book (chosen at random) as if Commune with Birds had been cast. The raven is an intelligent bird and can also perform simple tasks requested of it by the caster. If it or the caster is attacked, the raven will fight to the death. See the corresponding Table for a summary of statistics. Upon arrival, this raven can immediately be associated with one of the librarian's spells, per the Familiar Spell feat. This associated spell must be discharged before the end of the current spell's duration or it is lost. This special usage does not require that the spell was prepared with the Familiar Spell feat nor that the caster even have taken the feat.

The Ornithological Collection of Uwetsiageyv
lvl size AC HP Fort Ref Will Fly bite dam Str Dex Con
I tiny 14 3 1 4 4 40 +4 1d3-4 2 15 8
II medium 13 13 5 5 2 50 +3 1d6+3 14 15 14
III large 13 36 7 4 3 60 +9 1d8+6 22 11 16
IV huge 14 66 10 4 4 70 +16 2d6+12 34 9 20
V gargantuan 16 104 13 5 4 80 +24 2d8+18 46 9 24

The Ornithological Collection of Uwetsiageyv II
School divination; Level librarian 6
CASTING: Casting Time 1 standard action; Components S
EFFECT
Range: close (25 ft. + 5 ft./2 levels)
Effect: one summoned creature
Duration: 1 minute/level
Saving Throw: none; Spell Resistance: no
This spell retrieves a single book from the library of Uwetsiageyv, in the form of a raven (size: medium). This book has all the natural capabilities of a giant raven and some unnatural ones. The raven can communicate the contents of this book (chosen at random) as if Commune with Birds had been cast. The raven is an intelligent bird and can also perform simple tasks requested of it by the caster. If it or the caster is attacked, the raven will fight to the death. Upon arrival, this raven can immediately be associated with one of the librarian's spells, per the Familiar Spell feat. See the corresponding Table for a summary of statistics. This spell can be undercast.

The Ornithological Collection of Uwetsiageyv III
School divination; Level librarian 7
CASTING: Casting Time 1 standard action; Components S
EFFECT
Range: close (25 ft. + 5 ft./2 levels)
Effect: one summoned creature
Duration: 1 minute/level
Saving Throw: none; Spell Resistance: no
This spell retrieves a single book from the library of Uwetsiageyv, in the form of a raven (size: large). This book has all the natural capabilities of a large raven and some unnatural ones. The raven can communicate the contents of this book (chosen at random) as if Commune with Birds had been cast. The raven is an intelligent bird and can also perform simple tasks requested of it by the caster. If it or the caster is attacked, the raven will fight to the death. A large raven can carry one medium character while flying. Upon arrival, this raven can immediately be associated with one of the librarian's spells, per the Familiar Spell feat. See the corresponding Table for a summary of statistics. This spell can be undercast.

The Ornithological Collection of Uwetsiageyv IV
School divination; Level librarian 8
CASTING: Casting Time 1 standard action; Components S
EFFECT
Range: close (25 ft. + 5 ft./2 levels)
Effect: one summoned creature
Duration: 1 minute/level
Saving Throw: none; Spell Resistance: no
This spell retrieves a single book from the library of Uwetsiageyv, in the form of a raven (size: huge). This book has all the natural capabilities of a huge raven and some unnatural ones. The raven can communicate the contents of this book (chosen at random) as if Commune with Birds had been cast. The raven is an intelligent bird and can also perform simple tasks requested of it by the caster. If it or the caster is attacked, the raven will fight to the death. A huge raven can carry two characters while flying. Upon arrival, this raven can immediately be associated with one of the librarian's spells, per the Familiar Spell feat. See the corresponding Table for a summary of statistics. This spell can be undercast.

The Ornithological Collection of Uwetsiageyv V
School divination; Level librarian 9
CASTING: Casting Time 1 standard action; Components S
EFFECT
Range: close (25 ft. + 5 ft./2 levels)
Effect: one summoned creature
Duration: 1 minute/level
Saving Throw: none; Spell Resistance: no
This spell retrieves a single book from the library of Uwetsiageyv, in the form of a raven (size: gargantuan). This book has all the natural capabilities of a gargantuan raven and some unnatural ones. The raven can communicate the contents of this book (chosen at random) as if Commune with Birds had been cast. The raven is an intelligent bird and can also perform simple tasks requested of it by the caster. If it or the caster is attacked, the raven will fight to the death. A gargantuan raven can carry four characters while flying. Upon arrival, this raven can immediately be associated with one of the librarian's spells, per the Familiar Spell feat. See the corresponding Table for a summary of statistics. This spell can be undercast.

New Librarian Feats

New Feats

The following feats are available exclusively to librarians. At the GM's discretion, these feats may be taken by wizards, sorcerors, arcanists and psychics who meet the other prerequisites. These feats are based on the creatures, guardian scrollAP #079, B5 and scriveniteAP #097.

Clever Defense (Ex)
Description: You add your intelligence bonus as a deflection bonus to your Armor Class.
Prerequisite: Librarian
Benefit: You add your Intelligence bonus as a deflection bonus (in addition to its dexterity) to its Armor Class. Any condition that causes you to lose your Dexterity bonus to your Armor Class also causes you to lose the benefit of this ability.

Lesser-Guardian-Scroll (Sp)
Description: You can animate a scroll to protect you.
Prerequisite: Librarian, Scribe Scroll
Benefit: You can take a magical scroll and enchant it to act as a lesser guardian scroll. You can only have one such animated scroll active at any time. The scroll remains animated for one hour or until reduced to 0 hps. A lesser guardian scroll is similar to a guardian scrollAP #079, B5 with the following reduced statistics.

Lesser Guardian Scroll CR 1
XP 200
N Tiny construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE

AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 size)
hp 10 (2d10)
Fort +1, Ref +4, Will +1
DR 5/magic; Immune bludgeoning, crushing, and falling damage, construct traits
Weaknesses susceptible to mind-affecting effects, vulnerable to fire

OFFENSE

Speed 10 ft., fly 40 ft. (perfect)
Melee slice +5 (1d4+1 plus 1 bleed and grab)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks bleed (1), constrict (1d4+1), grab (Medium), smothering wrap

STATISTICS

Str 13, Dex 14, Con -, Int 4, Wis 10, Cha 12
Base Atk +2; CMB +2 (+6 grapple); CMD 18
Feats Dodge, Flyby Attack, Lightning Reflexes
Skills Acrobatics +2, Fly +20
Languages Common (can’t speak)

SPECIAL ABILITIES

Smothering Wrap (Ex)
When a guardian scroll grapples a creature, it entirely covers its opponent’s head with an airtight grip. A creature grappled by the scroll cannot see, speak, or cast spells with verbal components, and it must hold its breath (see Suffocation). Creatures that don’t speak or breathe through their heads aren’t affected in this manner, nor are those blinded who can see through other means. Any attacks targeting a guardian scroll while it’s grappling deal half damage to the scroll and the other half to the grappled creature.

Susceptible to Mind-Affecting Effects (Ex)
As an intelligent construct, a guardian scroll is subject to mind-affecting effects.

Guardian Scroll (Sp)
Description: You can animate a scroll to protect you.
Prerequisite: Librarian, Scribe Scroll, Lesser Guardian Scroll
Benefit: You can take a magical scroll and enchant it to act as a guardian scroll. You can only have one such animated scroll active at any time. The scroll remains animated for one hour or until reduced to 0 hps.

Improved Guardian Scroll (Sp)
Description: You can animate a scroll to protect you and the scroll possesses the abilities of the spell(s) written on the scroll.
Prerequisite: Librarian, Scribe Scroll, Guardian Scroll
Benefit: You can take a magical scroll and enchant it to act as a guardian scroll. You can only have one such animated scroll active at any time. The scroll remains animated for one hour or until reduced to 0 hps. This guardian scroll possesses the abilities of the spell(s) written on the scroll. For example, if the scroll contains a spell of invisibility, then the guardian scroll is invisible. If the scroll contains a fireball spell, the scroll can act as the center of a fireball spell, destroying itself in the process. The spell need not be a spell of divination. The caster level is the spell of the librarian who created the scroll.

Greater Guardian Scroll (Sp)
Description: You can animate a scroll to protect you and the scroll possesses the abilities of the spell(s) written on the scroll. Moreover the scroll is enhanced with a metamagic feat.
Prerequisite: Librarian, Scribe Scroll, Improved Guardian Scroll, Metamagic feat
Benefit: You can take a magical scroll and enchant it to act as a guardian scroll. You can only have one such animated scroll active at any time. The scroll remains animated for one hour or until reduced to 0 hps. This guardian scroll possesses the abilities of the spell(s) written on the scroll. The spell can be enhanced by any metamagic feat known by the caster.

Advanced Guardian Scroll (Sp)
Description: You can animate a scroll to protect you and the scroll takes the form of a scriveniteAP #097. In addition to its typical abilities, this scrivenite possesses the abilities of the spell(s) written on the scroll. Moreover the scroll is enhanced with a metamagic feat known by the caster.
Prerequisite: Librarian, Scribe Scroll, Greater Guardian Scroll, Metamagic feat
Benefit: You can take a magical scroll and enchant it to act as a scriveniteAP #097. You can only have one such animated scroll active at any time. The scroll remains animated for one hour or until reduced to 0 hps. This guardian scroll possesses the abilities of the spell(s) written on the scroll. The spell can be enhanced by any metamagic feat known by the caster.

New Magic Items

New Magic Items

The following magic items are often found among the possessions of members of the Community of Librarians. Since the construction of these items require spells outside the school of Divination, librarians either have the items constructed for them or they purchase scrolls with these spells on them for the purpose of their construction.

Librarian's Cloak (Lesser, Normal or Greater)
Price: 7,500 gp (lesser); 25,000 gp (normal); 100,000 (greater) Slot: shoulders; CL: 7th (10th) (15th); Weight: 2 lbs.; Aura: moderate abjuration and divination
Description: This practical, workman's cloak is not adorned with any decorative embellishments. Typical versions provide three functions. First it provides a +4 bonus to armor class, per mage armor. Second, it provides a +2 bonus to Will saves, per iron will. Third it provides damage resistance 5/chaos (lesser) or DR10/chaos (normal) or DR10/chaos and spell resistance 10 + librarian's level (greater). The damage resistance applies to either chaotically aligned weapons or any damage dealt by creatures of chaotic alignments.
Construction Requirements
Cost: 3,800 gp (lesser); 12,500 gp (normal); 50,000 gp (greater) Feats: Craft Wondrous Item; Spells: mage armor (all), resistance (all), spell resistance (greater only)

Librarian's Satchel
Price: 10,000 gp; Slot: none; CL: 9th; Weight: 2 lbs.; Aura: moderate conjuration and divination
Description: A librarian's satchel is a handy tool for any librarian. Often it is given by the Community of Librarians to one of their members for meritorious conduct in the service of the Portable Library. Typical versions of the librarian's satchel possess three properties. First, the satchel contains an extradimensional space capable of holding one dozen books, each with a dimension no larger than 12"x18"x4", and twenty normal-sized scrolls. The interior of the satchel is water proof and fire proof, although if the satchel is entirely consumed by flames, the contents are also lost. Second, the satchel is keyed to a particular librarian; its contents can be removed only by the librarian to whom it is keyed. All others merely see an empty satchel. Reassigning the satchel to another librarian requires a 1,000 gp and a polymorph any object spell. Third, once per day the satchel produces a blank scroll suitable for scribing a spell.
Construction Requirements
Cost: 5,000 gp; Feats: Craft Wondrous Item; Spells: secret chest

Community of Librarians
Librarian Curator, taken from Pathfinder Adventure Path #081, Mummy's Mask Part 3 of 6: Shifting Sands, Paizo Publishing, 2014, p. 10.

The Community of Librarians can be considered a faction, though it is loosely based, consisting as it does of librarians who may be of evil as well as good alignments. The pursuit of knowledge is a common interest. However, the link to the major artifact of the Portable Library is the most tangible commonality between members of the Community of Librarians. The respect, bordering on reverence, for this shared resource provides the defining laws of the Community. Any damage to the library is typically met with expulsion of the librarian to the community and loss of the library card. This penalty extends to guests of the librarian as well, which makes a librarian very reluctant to invite anyone other than their most trusted compatriots into the Portable Library.

Librarians hail from all races with an interest in the preservation of knowledge. Thus, librarians are open-minded, treating other librarians with the respect due their achievements without regard to race, gender, age, nationality, religious belief or sexual orientation. It is not unheard of to see librarians of races with hereditary animosity put aside their ancestral hostility to work side by side on a project of common interest. The Portable Library is a construction of mortals. Thus, lawful outsiders, such as angels and devils, are not admitted as members of the Community of Librarians. These outsiders have their own extensive repositories of knowledge in Heaven or Hell to maintain.

The Pathfinder Society is another faction that pursues knowledge. Virtually every Pathfinder lodge has a sizeable library. Thus, relations between the Pathfinder Society and the Community of Librarians are based on the mutually beneficial sharing of information. Nevertheless, the two factions are distinct. Pathfinders do not share the library privileges of a librarian. Nor do librarians share the privileges of membership in the Pathfinder Society.

Common Traditions: There are several commonalities among librarians, though certainly there are exceptions to the following rules. Often librarians apply a bookplate of recallUE to the first page of their spellbook. It is also common for members of the Community of Librarians to be taught the Clever Defense feat at level one, as it provides the best available defense for someone of high intelligence. Members of the Community of Librarians also typically choose mind thrust as the spell to which they apply the Spell Specialization bonus feat at third level and Greater Spell Specialization bonus feat at fifth level, as mind thrust is virtually the only offensive spell in the School of Divination. The version of mind thrust chosen is updated at even-numbered levels to the highest known version of the spell, since the spell can be undercast as necessary. Finally, it is common for members of the Community of Librarians to craft or acquire a Headband of Vast Intelligence by level four. For librarians who do not pursue doctoral studies in Material Dialectics, the headband is uusually updated to +4 at level ten and +6 at level 15 or 16.

Example Librarians

Example Librarians

The Community of Librarians exists across the face of Golarion. Provided below are, first, five sample librarians, including the iconic librarian. These five librarians each hail from a different continent (the Syrinx from Acadia, the Strix from Avistan, the Vishkanya from Casmaron, the Monkey Goblin from Garund and the Human from Tian Xia). Additional librarians have been added to the list at subsequent dates.

  • Pertikis, Monkey GoblinB6 Librarian (Physiology) (Iconic)
    Pertikis was raised in the Laughing Jungle of Sargava, Garund. At an early age, his anomalous disposition among monkey goblins became clear. His first encounter with a library occured at the Colonial Archives in nearby Eleder. There Pertikis was allowed to be educated by the local librarians, in hopes that he might form a communication bridge with the inhabitants of the Laughing Jungle and serve as an emissary to end their sporadic attacks on Eleder. The denizens of the jungle proved unwilling to accept Pertikis as one of their own. Their rejection meant little to him as he had already found his place among the Community of Librarians.

  • Wahuhi, SyrinxISB Librarian (Psychiatry)
    Wahuhi orginally studied to be a priest in the Temples of the Syrinx, the race of owl-like beings who inhabit monastery-cities in the high cliffs of the Eastern coasts of Acadia. However, he proved repeatedly unable to contrain his thirst for knowledge to those topics deemed acceptable by the Syrinx priesthood. Expelled from the seminary, Wahuhi became a librarian, where he lorded over a host of enslaved strix docents, laboring under his instruction to pursue knowledge sacred and profane.

  • Jhera, VishkanyaARG Librarian (Metaphysics)
    Jhera was a member of the Vishkanya minority in Radripal, the capital city of the Danamsa mahajanapada in the nation of Vudra, Casmaron. The rigid social structure of Radripal did not allow the young Vishkanyan, who were looked upon with suspicion, the opportunity to pursue her intellectual interests. However, on nocturnal forays, she surreptitiously accessed the Archive of the Known, Radripal's largest library, situated near the campus of Prandreh University. When she was eventually caught, the library faculty were sufficiently impressed with her demonstration of the knowledge she had acquired that they not only dropped all charges but invited her to pursue her studies in an official capacity.

  • Uwetsiageyv, StrixARG Librarian (Multidisciplinary Studies)
    Uwetsiageyv (u-WAY-chee-uh-GAY-un) was an orphan among the Strix who dwell in Devil's Perch in western Cheliax, Avistan. While not much more than a child, she fled the orphanage and sought her own way in the wide world. It is rumored that she was educated for a time among an isolated group of cloud giants, who lived far out at sea and thought of Uwetsiageyv as a man might think of a pet parakeet. Uwetsiageyv established her own library, The Ornithological Collection of Uwetsiageyv, in which all books had taken the form of birds. The location of this library is unknown, though visitors indicate that the constellations visible above it do not correspond to those of Golarion. She is the creator of the series of spells that bear her name. At some point well into her adventuring career, Uwetsiageyv became invested of an unknown Agathion.

  • Hong Samud, Human Librarian (Linguistics)
    "Little is known of Hong Samud other than that he was a swarthy, diminutive man who hailed from a tropical archipelago and who pursued a life as a professional academician in foreign lands until he lost the appetite for such endeavors."PPPH:TOCU Based upon his appearance and the accent of his words, some have guessed that he originally hailed from Atas Pulu or somewhere else in the Wandering Isles of Minata, Tian Xia. However, those islands have no reputation for erudition, so the details of his origin and education remain speculative. It is known that he was the first to introduce knowledge of the Portable Library to his fellow librarians, who eventually gathered to form the Community of Librarians. To be sure, Hong Samud did not create the Portable Library in its entirety. He merely connected our particular parallel universe to the growing repository that was already under development by parallel versions of Hong Samud and perhaps other librarians dwelling in distant dimensions. Despite his position as Head Librarian, Hong Samud is a humble and unassuming man, possessed of modest charisma and poorly suited to high places. He is the creator of a variety of spells, including the series of spells that bear his name.

  • Mwute, Psothic Twin Librarian/SlayerPF:ACG (Psothic Science)
    Few psothic twins are predisposed to book-learning; therefore discovering a psothic wizard or librarian is rare indeed. Nevertheless, occasional deviants from the norm from an aberrant species should surprise no one. Mwute possesses the inclination and alignment to pursue the path of librarian beyond its chaotic peers. The mouth of Mwute has followed the path of a slayer, preferring stealth over the rage of many more barbaric mouths. It favored way to begin combat is an ambush using its ranged aberrant spittle for a sneak attack.

  • Alhabar'amin Almaktaba, Hovering Squid Librarian (Astral Invertebrates)
    As is the case with many aberrations, Teuthida Volantem, or hovering squid, are an inscrutable species. Their motives for wandering the multiverse are not well understood by outsiders. However, the fact that hovering squids tend toward neutrality rather than the outright evil embraced by most aberrations suggests that perhaps they are driven by somewhat different considerations than other aberrant races. Certainly, a component of their wanderings involves the accumulation of knowledge. (Of course, their perceived benevolence could simply be an incidental side-effect of the fact that the dissection of lesser humanoid species provides a type of knowledge outside the bounds of the categories of interest to them.) Regardless, the profession of Alhabar'amin Almaktaba as a librarian is not all that surprising. Initially pursuing the studies in the Normal University of Hell, Phlegethon Campus, Alhabar'amin Almaktaba inadvertently discovered a passage to the Portable Library governed by the Community of Librarians. Desiring to expand his knowledge beyond the limitations of Hell's libraries, Alhabar'amin Almaktaba joined the community and has aligned his priorities with those of his fellow librarians.

An Incomplete List of Library Portals

Below is an admittedly incomplete list of known library portals, in Golarion and the planes beyond, which link to the Portable Library. Whatever method was used to order the doors is yet to be discovered. The table is thought to be relatively reliable, although one uses this information at one's own risk. (A visit to the libraries of Hell is particularly dangerous.) If any error is discovered and one happens to survive the mistake, please send a correction to the Community of Librarians. Reports from explorations of portals with unidentified destinations are, of course, also welcomed.

List of Portal Numbers and Corresponding Libraries
Door # Location Source
1,281 The Way North, Sandpoint, Varisia AP #001, p. 63
74,365 House of Blue Stones, Sandpoint, Varisia AP #001, p. 63
207,982 Foxglove Manor, Varisia AP #002, p. 27
456,027 Forbidden Collection, Founder's Archive and Museum of Ages, Magnimar, Varisia AP #002, p. 59
707,874 Pathfinder Chapter House (Heidmarch Manor), Magnimar, Varisia AP #002, p. 61
PCS:MCoM p. 9
925,003 Fort Rannick, Turtleback Ferry, Varisia AP #003, p. 30
1,368,684 Jorgenfist Library of Thassilon, Vale of the Black Tower, Storval Plateau, Varisia AP #004, p. 41, 45
1,467,926 Obelisks of Destiny, Metallic Draconic Libary, orbiting Golarion AP #004, p. 68
1,639,827 Obelisks of Fate, Chromatic Draconic Libary, orbiting Golarion AP #004, p. 68
1,982,036 The Dead Warrens, Korvosa, Varisia AP #007, p. 53
2,295,116 Arkona Palace, Korvosa, Varisia AP #009, p. 39
2,518,735 Sarzari Library of the Red Mantis, in the jungles of Mediogalti, near Ilizmagorti, Garund AP #009, p. 69
PCS:ISWG p. 115
2,772,981 Scarwall, in the far-eastern reaches of the Kodar Mountains, Hold of Belkzen. AP #011, p. 44
2,993,375 Castle Korvosa, Korvosa, Varisia AP #012, p. 38
3,113,276 Fallen Fastness, Dis, Hell (maze-like fortress-library where all laws and oaths are recorded) AP #012, p. 87
AP #101, p. 15
PCS:DR, p. 20
3,442,875 Cypher Lodge, Riddleport, Varisia AP #013, p. 10
3,785,291 Library of Reenai, Celwynvian, Mierani Forest, Varisia AP #015, p. 49
4,001,392 House Azrinae Library, Zirnakaynin, Sekamina AP #016, p. 7
4,367,962 House Vonnarc Library, Zirnakaynin, Sekamina AP #016, p. 21
4,671,293 Apprentice's Library, Tower Solacas, Zirnakaynin, Sekamina AP #016, p. 33
4,882,961 Master's Library, Tower Solacas, Zirnakaynin, Sekamina AP #016, p. 35
5,190,226 Sun Dagger Observatory, Fierani Forest, Kyonin AP #017, p. 69
5,662,375 Emerald Library, Iadara, Kyonin AP #018, p. 46
5,739,238 Monastery of St. Vardishal, northern scrublands, Katapesh, Garund AP #019, p. 46
5,927,278 Great Library of Xanchara, off the coast of Osirion, Garund AP #019, p. 74
6,102,764 Rayhan's Library, Katapesh, Katapesh, Garund AP #021, p. 25
6,296,610 The Cabal Inquisitor, Katapesh, Katapesh, Garund AP #021, p. 59
6,529,656 The Charnel Libraries, Carrion Hill, Ustalav AP #021, p. 60
6,817,333 Tower-library of the Dreamer Harun, City of Brass, Plane of Fire AP #023, p. 56
7,199,063 Libraries of Skyreach, Grand Lodge, Absalom AP #026, p. 9
PCh:FG, p. 37
7,239,628 Aberian's Folly, Westcrown, Cheliax AP #026, p. 35
7,427,908 The Library of Inducted Experience, Delvehaven, Westcrown, Cheliax AP #027, p. 31
7,717,291 Nessian Spiral, Westcrown, Cheliax AP #028, p. 49
7,902,374 Walcourt, Westcrown, Cheliax AP #029, p. 43
8,209,011 Vira Ciucci, Westcrown, Cheliax AP #030, p. 15
8,330,871 Vordakai's Tomb, the Nomen Heights, the Stolen Lands, the River Kingdoms AP #033, p. 15
8,583,927 Tatzlford, the Stolen Lands, the River Kingdoms AP #034, p. 10
8,834,012 Drelev Keep, the Slough, the Stolen Lands, the River Kingdoms AP #034, p. 41
9,129,572 Whiterose Abbey, Glenebon Uplands, the Stolen Lands, the River Kingdoms AP #035, p. 33
9,445,093 Irovetti's Palace, Pitax, Glenebon Uplands, the Stolen Lands, the River Kingdoms AP #035, p. 47
9,778,829 The Crow's Feather, Pitax, Glenebon Uplands, the Stolen Lands, the River Kingdoms AP #035, p. 66
10,234,820 Nyrissa's Library, The House at the End of Time, Thousandbreaths,The First World AP #036, p. 50
10,413,299 Colonial Archives, Eleder, Sargava, Garund AP #038, p. 8
10,728,008 Tower of Preservation, The Sanctum of Ydersius, Ilmurea, Sekamina, beneath Garund AP #042, p. 44
10,991,174 The Lorrimor Place, Ravengro, Canterwall, Ustalav AP #043, p. 15
11,229,732 The Unfurling Scroll, Ravengro, Canterwall, Ustalav AP #043, p. 16
11,509,211 Laurelgauge Library, Lepidstadt University, Lepidstadt, Vieland, Ustalav AP #044, p. 12
PCS:RoF p. 46
11,793,827 Vorkstag & Grine's Chymic Works, Lepidstadt, Vieland, Ustalav AP #044, p. 33
12,000,278 The Manse, Schloss Caromarc, Vieland, Ustalav AP #044, p. 48
12,138,238 Reference Library, Ascanor Lodge, Shudderwood, Ustalav AP #045, p. 20
12,280,773 Undiomede House, near Illmarsh, Versex, Ustalav AP #046, p. 36
12,690,223 Esoteric Vaults, Haraday Theater, Caliphas, Caliphas County, Ustalav AP #047, p. 13
12,944,564 The Abbey of Sante-Lymirin, near Caliphas, Caliphas County, Ustalav AP #047, p. 47
13,202,385 The Quarterfaux Archives, Caliphas, Caliphas County, Ustalav AP #047, p. 65
13,675,902 The Quarterfaux Archives, Caliphas, Caliphas County, Ustalav AP #047, p. 65
13,721,872 Catalogue (or Archive) of Last Days, The Boneyard AP #047, p. 86
PCS:DR, p. 50
13,892,031 Ghasterhall, (The Palace of Travesties), Virlych, Ustalav AP #048, p. 62
14,093,755 Brinewall Castle, Brinewall, Varisia AP #049, p. 42
14,262,847 Great Library of Anamurumon, House of Withered Blossoms, Forest of Spirits, Tian Xia AP #052, p. 52
14,448,902 City Library, Kasai, Minkai, Tian Xia AP #053, p. 52
14,798,231 Jasperleaf Apothecary, Port Peril, the Shackles, Garund AP #057, p. 41
15,295,509 Mystic's Redoubt, Port Peril, the Shackles, Garund AP #057, p. 63
15,555,239 Hurricane King's Residence, Lucrehold, the Shackles, Garund AP #060, p. 35
15,890,283 Therassic Spire, Varisia AP #063, p. 44
15,976,002 The Living Library, Xavorax, beneath Kaer Maga, Varisia AP #063, p. 50
PCh:CoS p. 58
16,230,980 Guiltspur, 530 miles NW of Magnimar, Varisia AP #064, p. 25
16,293,892 The Pale Tower, northwest of Waldsby, Irrisen AP #067, p. 48
16,401,384 Baba Yaga's Dancing Hut AP #068, p. 51
16,727,922 Spurhorn, the Parapets, the Skyfire Mandate, Triaxus AP #070, p. 23
17,002,201 Ivoryglass, Vahara Glacier, the Drakelands, Triaxus AP #070, p. 48
17,365,247 Meredel, Koracep Forest, the Drakelands, Triaxus AP #070, p. 73
17,693,820 The Abbott House, Akuvskaya Prison Camp, Siberia, Russia, Earth AP #071, p. 42
17,882,289 The Librarium of the Broken Black Wing, Kenabres, the Worldwound AP #073, p. 30
18,145,632 Blackfire Adept Library, The Ivory Sanctum, 66 miles from Drezen, Northeastern Wounded Lands, the Worldwound AP #075, p. 53
18,340,985 Vang's Libary, The Ivory Sanctum, 66 miles from Drezen, Northeastern Wounded Lands, the Worldwound AP #075, p. 54
18,693,484 The Vault of Graves, Alushinyrra, Midnight Isles, the Abyss AP #076, p. 31
18,902,780 Haagenti's Library, Cerebulim, the Abyss AP #076, p. 65
19,023,560 Kabriri's Library, Everglut, the Abyss AP #076, p. 65
19,127,961 Abraxas' Library, Diovengia, Pleroma, the Abyss AP #076, p. 67; PCh:TGB, p. 28; PRG:BotD p. 11
19,653,846 The Ineluctable Prison, the Ivory Labyrinth, the Abyss AP #077, p. 59
19,729,303 Sanctum of the Erudite Eye, Wati, Osirion, Garund AP #079, p. 42
19,923,080 Archives of the Ibis, Wati, Osirion, Garund AP #079, p. 70
20,183,992 The Nihilibrum, Cenotaph of the Cynic, Wati, Osirion, Garund AP #080, p. 33
20,459,,827 Spiral Archive, Great Library, Tephu, Osirion, Garund AP #081, p. 20
20,786,024 Dark Depository, Great Library, Tephu, Osirion, Garund AP #081, p. 25
20,910,394 Vault of Hidden Wisdom, Great Library, Tephu, Osirion, Garund AP #081, p. 32
21,122,393 Choking Tower, Smokewood Forest, Numeria AP #087, p. 34
21,388,983 Dark Cavern, the Dominion Hive, the Scar of the Spider, the Felldales, Numeria AP #088, p. 53
21,589,382 City Library, Sedeq, Qadira, Casmaron AP #088, p. 65
21,782,375 City Library, Katheer, Qadira, Casmaron AP #088, p. 65
PCS:ISWG p. 152
21,982,846 City Library, Omash, Qadira, Casmaron AP #088, p. 65
22,348,923 Data Banks, Technic League Headquarters, Starfall, Numeria AP #089, p. 39
22,586,392 Godmind Library, Silver Mount, Numeria AP #090, p. 53
22,888,465 Sacred Archive, Many Steps Monastery, beneath Hocum's Fantasmagorium, Kintargo, Cheliax AP #097, p. 45
23,023,854 Opera House, Kintargo, Cheliax AP #099, p. 49
23,349,083 Temple of Asmodeus, Kintargo, Cheliax AP #100, p. 43
23,628,322 Special Collections, Temple of Asmodeus, Kintargo, Cheliax AP #100, p. 54
23,822,990 Sunken Libraries of Stygia, Hell AP #101, p. 63
PCS:ISWG p. 244
24,920,335 Fangrane's Reliquary, Tower of Bone, Caina, Hell AP #102, p. 51
25,291,011 Longacre Historical Society, Longacre, Cheliax AP #103, p. 65
25,666,921 Narikopolus library, Kantaria, Cheliax AP #104, p. 34
25,839,562 Valor's Fastness, Kantaria, Cheliax AP #104, p. 49
26,091,281 Citadel Rivad, Turanian Hills northwest of Westcrown, Cheliax AP #104, p. 63
26,423,876 Kantaria Historicum, Kantaria, Cheliax AP #104, p. 68
26,782,367 Fort Arego, Perdition Reach, Whisperwood, Cheliax AP #105, p. 45
27,002,293 The Razor Stair, Stygia, Hell AP #105, p. 66
27,328,094 Bellflower Barn, Egorian, Cheliax AP #106, p. 35
27,568,906 Athenaeum, Egorian, Cheliax AP #106, p. 68
27,896,454 Citadel Dinyar, Aspodell Mountains, Isger, Cheliax AP #107, p. 15
28,128,471 The Library of All, Archive of Redacted Histories, Warlock Island, Cheliax AP #107, p. 52
28,290,996 Qatada Nessudidia (Cathedral of Asmodeus), Rego Sacero, Westcrown, Cheliax AP #108, p. 21
28,689,327 Library of Humanity, The Korradath, Westcrown, Cheliax AP #108, p. 48
28,983,028 Briarstone Asylum, near Thrushmoor, Versex, Ustalav AP #109, p. 29
29,132,894 Iris Hill Manor, Thrushmoor, Versex, Ustalav AP #110, p. 44
29,498,002 The Old Infirmary, Cassomir, Taldor AP #112, p. 10
29,792,909 Occult Collection, Mysterium (Hakkar Minair), Venicaan College, Katheer, Qadira, Casmaron AP #112, p. 29
30,207,839 Occult Collection, Mysterium (Hakkar Minair), Venicaan College, Katheer, Qadira, Casmaron AP #112, p. 29
30,677,450 The Angry Library, Mysterium (Hakkar Minair), Venicaan College, Katheer, Qadira, Casmaron AP #112, p. 32
30,987,112 The Worlds Beyodn Collection, Mysterium (Hakkar Minair), Venicaan College, Katheer, Qadira, Casmaron AP #112, p. 33
31,114,893 The Great Library of Harmonious Scripture, Fourth Tier, Heaven AP #113, p. 21
PCh:TGB, p. 38
PRG:PA , p. 157
PCS:DR, p. 31
31,389,746 The Snarl, Neruzavin, The Parchlands, Casmaron AP #113, p. 37
31,678,097 City Archive, Bohlvarai, Carcosa AP #114, p. 35
31,895,556 Spineback, Anuli, Holomog, Garund PCS:DS, p. 19
32,109,785 The Tower of the Ninety-Four, Anuli, Holomog, Garund PCS:DS, p. 21
32,499,024 Archive of the Known, Radripal, Vudra, Casmaron PCS:DS, p. 39
32,789,370 Chirographica, Ular Kel, Karazh, Casmaron PCS:DS, p. 60
33,001,382 City Library, Yjae, Shaguang, Tian Xia PCS:DEG, p. 36
33,209,863 Southern Tiger Lodge, Ramparassad, Dtang Ma, Tian Xia PCS:DEG, p. 55
33,598,764 Lashunta Library, Qabarat, Castrovel PCS:DW, p. 13
33,873,121 Church of Silence, Eox PCS:DW, p. 30
34,198,389 Church of Silence, Eox PCh:TGB, p. 30
34,372,094 The Library of Oaths, Stygia, Hell PCh:TBG p. 42
34,990,282 Mnemovore PCS:OR p. 50; PCh:TBG p. 53
35,129,489 Asmodeus's Grand Temple in Egorian, Cheliax PC:CEoD p. 28
35,342,092 Jeggare Library, Korvosa, Varisia PCh:GtK p. 18
35,588,393 Ancient Library, Sverenagati, under the Kodar Mountains, Sekamina PCh:ItD p. 42
35,829,206 Forae Logos (the Wise House or the Library of Kortos), Absalom PCh:GtA p. 44
PCS:PSFG p. 10
36,018,750 Sueda Lodge, Katapesh, Katapesh, Garund PCh:DM p. 12
36,257,972 Temple of Nethys, Desert Tower outside Katapesh, Katapesh, Garund PCh:DM p. 12
36,555,921 Pathfinder Lodge, Katapesh, Katapesh, Garund PCh:DM p. 41
36,773,872 The Cathedral of Aroden (Golden Cathedral), Almas, Andoran PCh:SoS p. 29
PC:ASL p. 11
36,929,389 The Gristmill, West of Embeth Forest, River Kingdoms PCh:SoS p. 29
37,239,576 Valknar Gladiatorial College, Tymon, River Kingdoms PCh:GtRK p. 59
37,486,719 The Arcanimirium, Absalom PCh:FG p. 6
PCS:PSFG p. 10
37,693,882 Throat-of-Nothingness, Mwangi Jungle, Garund PCh:HotJ p. 52
37,825,497 Duskwarden Guildhouse, Kaer Maga, Varisia PCh:CoS p. 12
38,388,001 The Therassic Spire (The Great Library), Kaer Maga, Varisia PCh:CoS p. 18
38,684,933 The Principium, (The Traveling Library of Theorex Khai, the Enumerator), Tumen, Osirion, Garund PCh:LCoG p. 18
38,936,171 The Monastery of the Veil, Ulcazar, Amaans, Ustalav PCS:RoF p. 26
39,380,234 Catacomb-Library, Gallowspire, Virlych, Ustalav PCS:DuG p. 19
39,595,362 Sanctum of the Runelord, Hollow Mountain, Rivenrake Island, Varisia PCS:DuG p. 27
39,783,902 Lady Bozena's Library, Bosorka, Feyfrost, Irrisen PCS:ILEW p. 27
39,954,283 Patriot's Library, Ilsurian, Varisia PCS:TIS p. 31
40,583,924 Sarenrae's Lambent Citadel, Solku, Katapesh, Garund PCS:TIS p. 48
40,690,922 Archive of Eminent Tomes, Solku, Katapesh, Garund PCS:TIS p. 49
40,192,659 Pathfinder Lodge, Almas, Andoran PCS:ABL p. 7
40,368,954 Bellis Library, Bellis, Andoran PCS:ABL p. 23
40,683,928 The Iron Archives, Highhelm, Five Kings Mountains PCS:ISC p. 38
40,872,235 First Colonial Bank of Sargava, Temple Library, Kalabuto, Sargave, Garund PCS:IST p. 30
41,238,765 Archives of the Sepulcher, High Temple of Pharasma, Sothis, Osirion PCS:IST p. 39
41,954,017 Abyssal Codices, Imvrildara, Kyonin PCS:IST p. 61
42,459,812 Stone Library, Fierani Forest, Kyonin PCS:IST p. 61
42,689,313 Occult Collection, Center for Psychogenic Advancement, Promise, Hermea, the Steaming Sea PCS:OR p. 21
42,848,736 Conservatory Archives, Grand Sarret, Jalmeray, Obari Ocean PCS:OR p. 29
PCS:ISWG p. 88
43,298,674 Cairn of Lost Cataclysm, Temple of the Sunken Sign, The Sodden Lands, Garund PCS:OR p. 33
43,482,920 Primogen Library, Oppara, Taldor PC:TEoG p. 11
43,892,044 Library of the Blue Warders, Tar-Kazmukh, Five Kings Mountains PCS:ISWG p. 69
44,018,934 Repositories of Necromantic Lore, Mechitar, Geb, Garund PCS:ISWG p. 76
44,418,709 The Scriptorium of Voices, Reliquary of Ascension, Kraggodan, Nirmathas AP #118, p. 53
44,718,523 Zanathura's Xiomorn Library, Vault of the Onyx Citadel, Elemental Plane of Earth AP #120, p. 51
44,993,381 Scrivenbough, Quantium, Nex PRG:BotD, p. 51
45,293,622 Research Station Spindlelock, Ancorato, Azlant AP #121, p. 52
45,482,112 Library of Heavenly Prophecy, Nal-Shakar, Azlant AP #122, p. 46
45,482,112 Cathedral of Amaznen, Zanas-Tahn, Azlant AP #123, p. 31
45,643,074 Echono's Private Library in the Shell & Stylus, Talasantri, Azlant AP #124, p. 69
45,822,453 Sicva's Fist Monastery, Sekamina, beneath Avistan AP #125, p. 76
46,023,883 Archives, The Compass of the Spindle Solution, Azlant AP #126, p. 34
46,173,928 Firebrand's Redoubt, Five Kings Mountains, between Druma and Andoran, Avistan PM:DtBP, p. 16
46,378,621 Kalistrade's Library, Davarn, Druma, Avistan PM:DtBP, p. 50
46,592,907 Storm Kindler's Archives, near Pridon's Hearth, Sargava, Garund PM:IotS, p. 50
46,595,758 Elemental Library, near Pridon's Hearth, Sargava, Garund PM:IotS, p. 51
46,700,137 Sarini Estate, near Saringallow, Isger, Avistan PM:GoM, p. 45
46,982,376 Parallax University Library, Hyrantam, The Sodden Lands, Garund PM:SotDC, p. 16
47,239,847 Imperial Archives, Oppara, Taldor, Avistan AP #127, p. 17; AP 132, p. 12
47,492,101 Forgotten Archives, Oppara, Taldor, Avistan AP #127, p. 30
47,692,123 Book Archives, Oppara, Taldor, Avistan AP #127, p. 37
47,828,992 Library of the Lion, beneath the Kitharodian Academy, Oppara, Taldor, Avistan AP #127, p. 70
48,129,905 Library of Lineage, Oppara, Taldor, Avistan AP #127, p. 81
48,329,566 Library, Betony Estate, Stachys, Meratt County, Taldor, Avistan AP #128, p. 29
48,539,784 Advanced Temple Library, Stachys, Meratt County, Taldor, Avistan AP #128, p. 30
48,704,248 Library, Telus Estate, Meratt County, Taldor, Avistan AP #128, p. 43
48,920,223 Library, The Palace of Birdsong, Meratt County, Taldor, Avistan AP #128, p. 49
49,032,530 County Archive, The Palace of Birdsong, Meratt County, Taldor, Avistan AP #128, p. 53
49,283,923 Royal Sitting Room, The Palace of Birdsong, Meratt County, Taldor, Avistan AP #128, p. 54
49,492,558 Waterhill Manor, Zimar, Taldor, Avistan AP #130, p. 24
49,693,561 Seven Forms of Sin Monastery, Zimar, Taldor, Avistan AP #130, p. 34
49,853,764 Abadar's Pillar, Zimar, Taldor, Avistan AP #130, p. 47
50,198,554 Taldaris' Home, Sayashto, Axis AP #131, p. 22
50,388,292 Flesh Locker, Lost Silhouette, Duskfathom, Axis AP #131, p. 46
50,502,002 Royal Mausoleum, Oppara, Taldor, Avistan AP #132, p. 10
50,723,993 The Helix, The Crumbling Tower, The First World PRG:PA, p. 103
50,920,474 The House of Eternity, Shyka's Mountaintop Home, The First World PRG:PA, p. 104
51,000,000 The Akashic Record, Demiplane PRG:PA, p. 157
51,111,896 Ptalgrim School, Yulgamot, Astral Plane PCS:DR, p. 61
51,397,477 Guiltless Academy, Shadow Absalom, Shadow Plane PCS:DR, p. 39

List of Reference Abbreviations
The citation to references includes two parts. The first part indicates the product line. The second part indicates the title of the book. Legends to the two parts are given separately below.

*Keffer, David J., The Ornithological Collection of Uwetsiageyv: A Flight of Fancy in Two Hundred and One Parts, Poison Pie Publishing House, Knoxville, Tennessee, privately printed, 2017, link.
Keffer, David J., The Portable Library of Hong Samud: a novel which grew as a vine grows, guided by an innate, phototactic sensitivity, Poison Pie Publishing House, Knoxville, Tennessee, privately printed, 2015, link.

 

Note: There are a variety of other RPG resources available from the Poison Pie Publishing House here.