[] A Meeting of Minds
- An immortal being with little or no understanding of human society reading this book over a period of one week gains +2 competence bonus to Diplomacy and Sense Motive rolls regarding mortals.
[] Book of the Tides - A reader who studies this book for a week and makes a DC 14 Wisdom check in the process can learn enough of the way and culture of the tritons to gain a +2 competence bonus on all Diplomacy, Bluff, and Sense Motive checks regarding them as well as +2 to all knowledge checks relating to their history and society.
[] Codex of the World Seed - Arcane formulas relating to the current conditions of the ethereal plane, allowing a mage who studies it for an hour before casting a spell that creates an extra-dimensional space to work the magic as though affected by the Extend Spell metamagic feat.
[] Divine Permutations - having studied it grants +4 Competence Bonus to Sense Motive or Knowledge rolls made in response to a false or misleading statement of a cleric or other divine servitor related to the power or nature of their god, making it a useful tool for detecting those who would hide proscribed cults and rituals behind the trappings of recognized faiths.
[] Draconis Compendium Any reader not already drawing wisdom and lore from the Dragon Dreams who spends a month studying this compilation may make a DC 20 Wisdom Check which if successful offers unique insight into the mind, mannerisms, and history of dragons, allowing them to choose one of the following benefits.
1. Warrior's Insight: +2 to Attack and Damage against creatures of the Dragon type
2. Way of Elder Magic: +1 Competence Bonus to spell DCs for one school of magic
3. Lore of Wyrms: Gains the ability to re-roll one failed Knowledge check/week
Note: A character who has gained one of the tome's boons may not gain another upon re-reading, unless they have suffered some dramatic shift in perspective.
[] In Memory of Death - After two weeks of study a reader who succeeds on a DC 25 Knowledge (Religion) check gains +4 Competence Bonus to saves against the supernatural abilities of vampires and +1 to AC against them. One who succeeds on a DC 25 Knowledge (Arcana) check gains the ability to count as having +5 HD for the purposes of controlling undead. One who succeeds at both gains the above benefits and does not automatically shift alignments to Evil upon becoming a sentient undead (conditions that would strip all rationality such a becoming an
allip negate this insight).
[] Journals of the Betrayed - A reader who studies all the volumes for one week and makes a DC 12 Intelligence or Wisdom check at the end gains a permanent +1 to saves against cold spells and necromancy, increased to +2 against the magic of the Winter-Touched specifically.
[] Meditations of the Infinite: Grants +1 competence bonus to will saves if you succeed on a DC 15 wisdom check while studying it. Otherwise it applies a -2 malus to will saves.
[] On Arcane Foraging: Anyone who has studied he book cover to cover over the course of a month gains a +2 to competence bonus to craft poisoning and alchemy checks. Further a character with at least 4 base skill ranks in either craft can forage for supplies in any natural biome (not extra-planar or extreme environments like lava flats or ice sheet). Over the course of a week's foraging one gains supplies equal to 5xCheck result in Imperial Marks.
[] Scrolls of the Lost Lineages: A character who studies this book for seven days and makes a DC 12 Intelligence check during the process learns enough of the arcane courtesies of the Forty Families to gain +2 Knowledge (Nobility & Royalty) regarding the Forty Families of Valyria as well as +1 Bluff, Diplomacy, and Sense Motive when interacting with specters, constructs, or other time-lost survivors of the Doom.
[] Shadow's Steps: Grants a permanent +1 to bluff,sense motive and intimidate to all those who study it over the course of a month as well as containing instructions for crafting and using a masterwork disguise kit which in turn grants +2 to all disguise checks.
[] The Bitter Cup: A character who studies this book over a period of one week and makes a DC 18 Intelligence check gains +2 Sense Motive and Diplomacy against sentient undead and +1 Competence bonus to hit against them with weapons and spells.
[] The Light of Creation: A mage of at least 4th level who spends thirty days studying this text can gain the following benefits if he or she passes the requisite Intelligence or Wisdom check:
Novice: -5% material cost of Conjuration (Calling) spells as long as the being called has the fire type; +1 insight bonus to diplomacy attempts with Outsiders with the fire type (DC 15)
Adept: -15% material cost of Conjuration (Calling) spells as long as the being called has the fire type; +3 insight bonus to diplomacy attempts with Outsiders with the fire type (DC 20)
Master: -35% material cost of Conjuration (Calling) spells as long as the being called has the fire type; +7 insight bonus to diplomacy attempts with Outsiders with the fire type; ??? (DC 30)
[] Voice of Shadow: A mage who studies the book for one week, making a DC 18 Intelligence or Wisdom check in the process, can have his or her Shadow Descriptor illusions count as 5% more real. The effect is doubled for classes with an inherent link to shadow.