“But need alone is not enough to set power free: there must be knowledge.”
Ursula K. Le Guin,
Book-Keepers
No. Enc.: 1d4
Alignment: Neutral
Movement: 90' (30')
Armor Class: 7 (as Studded Leather)
Hit Dice: 2 (Advance as Magic-Users)
Attacks: 1d2 or Spell-Taking (can also use Magic Items such as Wands)
Damage: See Below
Save: MU2
Morale: 6
Special: These creatures can attempt to drain any spell a victim has memorized by making a touch attack that inflicts 1d2 damage per Round, requiring 1 Round per level of spell being extracted. If contact is broken during this attempt, the spell is lost to both parties.
No. Enc.: 1d4
Alignment: Neutral
Movement: 90' (30')
Armor Class: 7 (as Studded Leather)
Hit Dice: 2 (Advance as Magic-Users)
Attacks: 1d2 or Spell-Taking (can also use Magic Items such as Wands)
Damage: See Below
Save: MU2
Morale: 6
Special: These creatures can attempt to drain any spell a victim has memorized by making a touch attack that inflicts 1d2 damage per Round, requiring 1 Round per level of spell being extracted. If contact is broken during this attempt, the spell is lost to both parties.
Driven by obsession and totally lacking in conscience and possessing only a vague echo of their former intellects, Book-Keepers are undead creatures of unnatural memory and lingering reflex, beings so caught-up in the pursuit of spells and the act of spell-casting that even in death they pursue new spells at any cost.
Seldom encountered outside the Academy, Book-Keepers are considered Very Minor Undead; verminous magical pests best left to apprentices and students to deal with generally. Only in rare instances when a Book-Keeper might have stumbled upon an ancient, forgotten trove of old scrolls or books and gained a considerable number of spells would there be reason enough to alert the elders, professors or administrators of academia. Many faculty members look upon the Book-Keepers as something of a test for their charges, an opportunity for those with the wits to make the most of it or a contest of skills and/or personal power for those too dim to continue along the path of spell-casting.
Some nuisances are really gifts in disguise, if one only knows how to make the most of the situation.
'If you want to make things go BOOM! join the artillery or the grenadiers. Spells make lousy -- and overly expensive -- bombs.'
Jadivak Klinehorst,
Third Exchequer of the Academy at Wermpsittle
from a quotation carved over the door to the Little Arena as a reminder to others