[[caption-width-right:366:Franchise/{{Barbie}}'s First Spellbook[[superscript:[[TradeSnark TM]]]]: Comes with its very own athame!]]

[[ExactWords B-O-O-K]].

Spell Books are books with various magic diagrams and incantations, [[ExactlyWhatItSaysOnTheTin presumably spells, written in them]]. This is where the resident [[FunctionalMagic magic users]] go when they need to get serious but the spell was just too darn long to memorize. Or if they're trying to [[TheMagicGoesAway preserve magical knowledge]] and [[TheMagicComesBack expect to be dead by the time said knowledge is needed]] They may also be magic artifacts themselves, imbued with arcane potency, and magic is cast by wielding the book rather than by reading what is written in it.

In RealLife, the Spell Book is called ''[[ReadTheFreakingManual The Manual]]'' and allows the user to cast "Tech Support" without use of reagents (although like its fictional counterpart, beware the person who thinks they're a wizard just because they read the book and [[SorcerersApprenticePlot are eager to try out the powerful incantations therein]].) In SciFi, the Spell Book may be called by a number of names, but reading TechnoBabble aloud from its sacred pages can produce limitless feats of [[MagicAIsMagicA technical wizardry]].

People who practice Witchcraft call these things ''grimoires'' or Black Books. Also known as a Book of Shadows, they are usually more like commonplace books with collections of incantations, calendars, diagrams, recipes, journal entries and notes on whether this or that spell worked.

Related to, but distinct from the GreatBigBookOfEverything which is an infinite source of information. The TomeOfEldritchLore is also a spell book, but has added implications [[foldercontrol]]

[[folder: [[Artifact Of Doom of doom! ]]
]]. Some examples probably need to be moved over.

OlderThanDirt, as the [[AncientEgypt ancient Egyptians]] thought magic could be performed by [[RitualMagic reading and performing specific incantations]], and used collections of written spells in various forms. Writing itself was considered a magic art.



* Caster's magic book in ''LightNovel/FateZero'' is his Noble Phantasm.
* Hayate Yagami's Tome of the Night Sky in ''Franchise/MagicalGirlLyricalNanoha'', which went through a period of being a [[ArtifactOfDoom nastier sort]] of spell book that would gather spells by draining the {{Mana}} of others before it was cleansed. Reinforce Zwei also has her own spell book called the Book of the Azure Sky.
-->'''Reinforce Eins:''' I'm the happiest magical tome in the world.
* ''Manga/MahouSenseiNegima'' has the book of Melusedek which is said to be an AmplifierArtifact capable of making mages unstoppable and {{muggle}}s smarter; magical text of the highest level. MagicalLibrary that it's located in also has many ancient techniques and spells in the lower reaches.
** The Thousand Master had a home-made Spell Book, as he was atrocious at remembering spells and would wade into battle with ''crib notes''.
* ''LightNovel/{{Slayers}}'': Lina Inverse learns the Ragna Blade spell from a Spell Book, but she learns it permanently.
* ''Manga/ZatchBell'': Each mamodo comes with a Spell Book which teaches the mamodo's partner spells.

* In the Marvel universe, there are at least two major spellbooks -- The Book of the Vishanti, containing every light magic spell, and the Darkhold, its evil counterpart. Comicbook/DoctorStrange owns a copy of both.
* Jax from ''ComicBook/JaxEpochAndTheQuickenForbidden'' took this along with the magic boots and gloves from an old cabin after she went through a door in Realmsend.

[[folder:Fan Fiction]]
* In ''FanFic/AncientLanguages'', some ancient books contain spells in the Sindarin language. One of these books brings Lyla to Rivendell in Middle-earth, the setting of ''Literature/TheLordOfTheRings''. Because of limits, no one can use the spells except when the plot demands.

* In ''Film/BedknobsAndBroomsticks'', Miss Price's spells were taken from a very old Spell Book called ''The Spells of Astoroth''.
* In ''WesternAnimation/ScoobyDooAndTheWitchsGhost'', at one point the villain is armed with a spell book.
* Ash in ''Film/ArmyOfDarkness'' needs a particular spellbook to get home: The Necronomicon. You know, [[ArtifactOfDoom the same book that awakened the Kandarian demons]] in the previous ''Franchise/EvilDead'' movies.
* The film ''Film/HocusPocus'', where the book apparently had some degree of sentience (it had a moving eye and eyelid). It had apparently been given to the witches by the Devil and was made of human skin.

* ''Literature/TheVoyageOfTheDawnTreader'' in Creator/CSLewis' ''Literature/TheChroniclesOfNarnia'': Lucy goes inside a magician's house to find a Spell Book so she can make some invisible opponents visible. She's tempted to cast some of the spells for her own benefit (and does so once, to her regret).
* Spellbooks in Literature/{{Discworld}} are more places where spells live than books they're written in.
** This conception likely originates in Creator/JackVance's ''The Dying Earth''.
* ''Literature/JonathanStrangeAndMrNorrell'' makes a distinction between books ''about'' magic and books ''of'' magic. The first are generally not written by magicians and are often little more than historical accounts with a magical focus, while the second actually tell you how to perform spells, and are much rarer. Not least because when magic was strongest, very few of its practitioners were interested in recording their knowledge. One plot point is that the titular Mr. Norrell is hoarding all of England's books of magic, in order that English magic can be rebuilt from the ground up, according to Norrell's theories of what magic ''should'' be.
* The Wizard's Manual from the ''YoungWizards'' series is a SpellBook ''and'' a [[GreatBigBookOfEverything Book Of Shadows]]. Being GreatBigBookOfEverything version of a SpellBook, it gives access to every spell ever developed.
** The manuals are more accurately described as access points to a wizardly database, and don't always take the form of books. Some wizards use technology such as laptops and Mp3 players, while others (particularly non-human animals) hear it as a disembodied voice or can access it directly as a form of expanded memory. Whatever the form, it tends to adapt its contents depending on its user's specialty and what they need to know. Nita's has a spell for keeping grass short on the page where Kit's shows a method for creating pocket dimensions. A senior wizard using the book format would have several volumes the size of phone books.
* In the Book of [[Literature/TheBible Acts]], much of the city of Ephesus (in modern-day western Turkey) was converted to Christianity all at once, and, "Also many of those who were now believers came, confessing and divulging their practices. And a number of those who had practiced magic arts brought their books together and burned them in the sight of all. And they counted the value of them and found it came to fifty thousand pieces of silver." (Acts 19:18,19 ESV)
** 50,000 pieces of silver is about equal to 140 years' labor wages, or over four million dollars today.
* ''Literature/HarryPotter'': These shows up as school textbooks, but averted in that they are merely textbooks and don't allow you to cast spells any more than having a biology textbook allows you to do genetic engineering. Although [[spoiler:Snape]] effectively turned his old copy of ''Advanced Potion-Making'' into more of a grimoire.
* The Ildatch in ''The Wishsong of Literature/{{Shannara}}''. Also a sentient, evil ArtifactOfDoom that [[TheCorruption corrupts]] anyone who uses it.
* In Creator/PoulAnderson's ''Literature/AMidsummerTempest'', Prince Rupert uses magical books to win the English Civil War for the Royalists. However, since they are Prospero's books, he must first find where Prospero drowned them and then bring them up from the seabottom. (In this book, Shakespeare is the Great Historian.)
* In Creator/JohnCWright's ''Literature/ChroniclesOfChaos'', [[spoiler: Quentin]] receives his knowledge from such a book. It is written in the [[LanguageOfMagic language of dreams]], and he can only read it while he sleeps.
* Creator/PatriciaAMcKillip:
** In ''Literature/TheBellAtSealeyHead'', Ysabo's ritual includes turning one page in a blank book every day. When Ridley Dow appears, he shows her it filled with marvelous images, and says it is a magic book. [[spoiler:It turns out to be the book into which [[TheHighQueen Queen Hydria]]'s court has been enchanted.]]
** In ''Literature/TheForgottenBeastsOfEld'', Sybel steals these from lesser wizards in her quest to learn the [[IKnowYourTrueName true names]] of legendary creatures. Maelga warns her that she may one day steal from the wrong wizard, but she dismisses the notion. Until it's too late.
* In C. S. Goto's TabletopGame/{{Warhammer 40000}} Literature/BloodRavens trilogy ''Dawn of War'', Ahriman reflects on how Magnus outdid the "False Emperor" and [[BastardUnderstudy how he outdid Magnus]] -- and how he keeps his own Prodigal Sons down, so no one would supplant him. In particular, there is no Book of Ahriman, as there as a Book of Magnus, because he stole it.
* In L. Jagi Lamplighter's ''Literature/ProsperosDaughter'' trilogy, Prospero did not drown his books. Even when he retired, he gave them to his children.
* Creator/HPLovecraft's ''Necronomicon'' is often used as an example, and in his short story "The Dunwich Horror" Wilbur Whately needs a complete copy because his version is missing a key formula. With his hearty approval, other weird fiction writers of his era used the name, which Lovecraft thought helped make it feel really. It has even appeared in book catalogs and library records.
* The Book of Skelos is sought by sorcerers throughout [[Franchise/ConanTheBarbarian the Hyborian world]]. Within the pages of this forbidding book are spells and incantations to bring the dead to life, control the elements, and to summon extraterrestrial demons from the Outer Darkness, the black gulfs of space, and the pits of Arallu. In Conan's age, only three complete copies are known to exist: one is beneath a royal crypt of Aquilonia (probably guarded by the priests of Mitra), another in a remote temple in jungled Vendhya. The third copy was found by pirates on the Nameless Isle, below an idol of the toad-god Tsathoggua, and brought to Thoth-Amon, master of the Black Ring.
** Single pages from incomplete copies of the Book of Skelos sometimes also find their way into sorcerers' hands. These usually contain a spell or two, or the true name of a powerful demon. According to Thoth-Amon, at least one incomplete copy exists in Kheshatta, the Stygian City of Magicians. The Book of Skelos is also referred to as the Iron-Bound Book of Skelos. On a small island in the Western Ocean far to the west of the coast of Stygia, the lore of the Black Coast claim that demons guard the bones of the long-dead mage Skelos. It is believe to be inspired by the [[CthulhuMythos Necronomicon]].
* In ''Literature/TheDresdenFiles,'' the Necronomicon ''once'' had real power, but the rituals' power loses effectiveness as the number of users increase, making it a ''literal'' example of ItsPopularNowItSucks. Publishing it widely has rendered everything in it entirely useless.
* In Creator/RebeccaLickiss's ''Literature/EccentricCircles'', Larkingtower is very protective of his tomes.
* In Creator/StephanieBurgis's ''[[Literature/KatIncorrigible A Most Improper Magick]]'', their mother's books are a source of knowledge for both Kat and Angeline.
* The Gray Book from ''Literature/TheMortalInstruments'' is dedicated to the [[GeometricMagic Angelic Runes]] used by Shadowhunters, and the Book of White with spells [[TheNecromancer affecting life and death]] among other things. Shadowhunters and Warlocks are prone to collecting spell books, the former to keep them under lock and key, the latter in order to use them.
* Technically, Willie Connolly's [[SecretDiary journal]] in J.R. Lowell's ''DaughterOfDarkness'' is a grimoire, although a very irregular and not very explicit one. Uncle Jonathan finds the entries sufficient for him to know what's going on, though.
* In Creator/PiersAnthony's ''Literature/ApprenticeAdept'' septology, the Book of Magic plays a central role in the good guys' strategies throughout. Subtle hints in the book suggest it's really an advanced mathematics and science compendium, or an amalgam of science and magic. A robot whose mind is sharing a human body goes from talented but clumsy amateur to the greatest Mage in the world in 5 days using the book. His mother (also a robot) pretty much does the same thing 20 years earlier in less than an hour.
* ''[[Literature/AMagesPower A Mage's Power]]'': Since the most common form of magic is acquired through study and practice, there are a lot of these.
** Eric receives two of these: The Spirit and Its Power for general spirit powers and Introduction to Magecraft, which is ExactlyWhatItSaysOnTheTin.
** Basilard carries around Advanced Magecraft.
** Nolien has one for his WhiteMagic; it doubles as a medical textbook.

[[folder:Live Action TV]]
* Toward the end of Season 6 of ''Series/BuffyTheVampireSlayer'', Willow [[spoiler:absorbs a whole bunch of spell books before destroying the Magic Box]].
* ''Series/{{Charmed}}'' has the BookOfShadows, which fulfills this purpose as well.
* ''Series/NowhereBoys'' features one that is owned by Alice.
* ''Series/SabrinaTheTeenageWitch'' has a big spellbook, though it doesn't tend to do her all that much good.
* ''Series/{{Supernatural}}'' has the Book of the Damned, which Sam wants because it could remove the Mark of Cain from Dean. Rowena wants it for more reasons than that.

[[folder:Tabletop Games]]
* One of the more entertaining ones: In ''TabletopGame/{{Deadlands}}'', the Hucksters carry spellbooks... ''Hoyle's Book of Games''. Turns out Hoyle left coded secrets of magic in the pages, and if you know the key (and are willing to accept the price), you can mimic his better tricks.
* ''TabletopGame/DungeonsAndDragons'' is the modern TropeCodifier.
** Classic OD&D and the first three editions and 5th of AD&D all require the Wizard class and its variants to use spellbooks along with the VancianMagic system. Certain races, classes, and class variants have dispensed with this requirement, usually at the cost of a reduction in versatility. Generally, divine casters do not use spellbooks, with the exception of the Archivist from the ''Heroes of Horror'' supplement that does it instead of praying for spells.
** In the fourth edition, the Wizard class also has a spellbook, but anyone can learn to use rituals that are long enough to require being put in a book. Also the Cleric gets a spellbook automatically for rituals and the Swordsage can get a spellbook for spells like the Wizard with a feat.
*** And, of course, MoralGuardians still insist that the D&D rulebooks themselves include actual directions for summoning demons and the like.
** In the ''TabletopGame/DarkSun'' setting, since magic (and literacy) are outlawed, Wizards' spellbook-equivalents are as diverse as pictogram-inscribed bones or knotted, beaded clusters of string.
* ''TabletopGame/MageTheAwakening'' features grimoires, books of information on the structure and development of rotes. Unlike most spell books, however, grimoires act more like hard drives for magical knowledge; the mage literally writes all the information out of his mind and into the grimoire, where it can then be picked up by whoever reads it. The mage can even relearn the spell invested into a grimoire from one he wrote himself (at the same cost it took to learn it in the first place), and having it on hand when he casts the spell makes it easier to do.
* The backs of ''TabletopGame/MagicTheGathering'' cards are meant to invoke the feel of that player holding a spell book. Coincidentally, in game mechanics refer to the player's deck as their ''library''.
** There are also numerous artifact cards that represent supplementary spellbooks (like Jalum Tome, Jayemdae Tome, and of course, Spellbook), which work by giving the player faster access to spells (ie, drawing more cards per turn) or in the case of Spellbook, removing the limit on how many spells (cards) you can have access to (have in your hand) at once.
* ''TabletopGame/YuGiOh'' has an entire archetype based around spell books, giving various powers to "Spellcaster type" monsters.
* ''TabletopGame/{{Warhammer}}'' is full to the brim with spellbooks of one sort or another. There are so many that Tzeentch, Chaos God of Change, under whose auspices magic falls, has created a pair of daemons - the Blue Scribes - to travel the multiverse copying them all out for him. Notable spellbooks include the Book of Hoeth (High Elves), the Nine Books of Nagash (Undead), the Book of Volans (Empire) and the Tome of Furion (Dark Elves).
* In ''TabletopGame/{{Ironclaw}}'' each spellcaster's (save for Druids and Blessed, who follow oral traditions and don't even need to be literate) trappings Gift includes one copy of a published spellbook. ''On Elementalism'' for Elementalists, ''Thamauturgoria'' by Kyndranigar the Shadow Magus for Thaumaturge's, an anonymous treatise on Green and Purple magic for [[PsychicPowers Cognoscenti]], ''Ye Book of Black Magic'' for Necromancers, and [[strike: a Bible]] ''The Testaments of Helloise'' for Clerics.
** 1st edition had an advancement system that required wizards to either find a mentor or read the appropriate spellbook (requiring a literacy check) to improve their spell skills or career trait. 2nd edition converted many [[SkillScoresAndPerks skills to perks]], including literacy and all spells, and made the aforementioned trappings the base of each school's spell tree.

* Ur-example from ''Theatre/TheTempest'':
-->'''Prospero.'' [...] I'll break my staff,
-->Bury it certain fathoms in the earth,
-->And deeper than did ever plummet sound
-->I'll drown my book.
* The Grimmerie in ''Theatre/{{Wicked}}'' is a spell book, but if you don't have magical abilities PLUS the ability to actually read the book, it means nothing (Yes, it appears in the book too)

[[folder:Video Games]]
* A crucial component of ''VideoGame/TheSpellcastingSeries'', as Ernie Eaglebeak can't cast a thing unless he's got his SpellBook in his hands. Any new spells he finds automatically transfer right onto the pages - unless you forgot to bring it, in which case, [[LostForever the spell flies off into space]], and [[{{Unwinnable}} you get to look for the 'load save' button.]]
* In the Flash RPG ''VideoGame/DragonFable'', one of the most powerful villains faced in early stages of the game's development had been Xan the Pyromancer, a fire-bending mage whose power had been amplified through his use of an artifact called the Pyronomicon. It was a powerful spellbook which focused the user's ability to manipulate fire.
** The Pyromancer Class gives the player a Pyronomicon of their own- a nod to fans of the Mad Pyromancer. It is stated to be a lesser, "second edition" version of the Pyronomicon.
** During the Christmas event following Xan's initial attempt to destroy Falconreach and defeat Warlic, he finds the "Eggnognomicon," which acts as an Ice-aligned version of the Pyronomicon. [[spoiler: It melts when Xan is defeated, much to his dismay.]]
* In some iterations, Alice Margatroid from the ''VideoGame/{{Touhou}}'' series uses her grimoire to shoot or cast spells.
** Patchouli Knowledge does this as well in the fighting games, though she also [[ThrowTheBookAtThem throws it at her opponents]].
** Byakuren Hijiri stores her spells in a scroll which is itself a spell, taking the form of multicoloured HardLight symbols stretching between two rods. She can also make it recite spells by itself.
* In ''VideoGame/FireEmblem'', the Spell Books seem to be (or contain) consumables used to cast spells.
** The third ''Fire Emblem'' explained the tome thing as "The basis of Sorcery relies on sealing nature's hidden power into tomes and staves, and freely using those to harness great power." while the ninth and 10th involve short phrases (the only one given are "O light, gather. Open my path..." and "The light of life! Shine a ray upon my path and...strike my enemy!") in the ancient language.
*** Henry and Miriel in ''[[VideoGame/FireEmblemAwakening Awakening]]'' briefly mention how only spells "based on this world's elemental forms" require tomes. Dark Mages can cast curses on their own, essentially replacing tomes with complex rituals. Not that you can replicate this in-game, of course.
* ''[[VideoGame/MakaiToshiSaGa The Final Fantasy Legend]]'' and [[VideoGame/SaGa2 its sequel]] have books to cast magic. The magically-gifted mutant/esper race can also use naturally-learned magic, but the draw is that spell books (A) have more uses than a natural spell; (B) can be found/bought and replaced; (C) are usually stronger than natural spells; and (D) feature some spells that can't be learned naturally, like the powerful Fog and Prayer spells.
* The original ''VideoGame/{{Diablo}}'' has one of the less abstract uses of the spell book trope in video games. A spell book, when read, simply adds that spell to your repertoire so that you can use it as much as you want in future (as long as you have enough {{mana}}). If you find another book of the same spell at a higher level, reading it will let you cast a more advanced version of the same spell.
** ''VideoGame/DiabloII'' bypasses the use of spell books. There are single-use scrolls for certain universal spells (Identify and [[WarpWhistle Town Portal]]), and if the scrolls take up too much room in your inventory you can store up to twenty of them in a book.
* ''VideoGame/TheElderScrollsVSkyrim'' uses a similar system to both Diablo examples. For the most part, new spells are learned by finding the spellbook (a "spell tome") or buying it from the appropriate vendor (the book is destroyed by using it but the player can then use the spell as much as they like if they have the mana to cast it). There are ''also'' one-time-use items called Scrolls that must be equipped in the hand like a weapon to be used; they cost no mana to use, but the player does not and cannot learn to cast the spell themselves by using a Scroll.
* Naturally, any ''TabletopGame/DungeonsAndDragons''-based game (see Tabletop Games above) will usually have a wizard using a spellbook.
* ''VideoGame/CastleOfTheWinds'' uses a method effectively identical to the original ''Diablo'', except there are no levels for spells, though the cost of a spell can do down as one goes up in level.
* Apparently, human spellcasting classes--some of them, anyway--in the ''VideoGame/{{Warcraft}}'' 'verse have to use spellbooks. For example, in ''Reign of Chaos'', the Archmage hero model carries a spellbook and staff. In ''The Frozen Throne'', the Farseer Drek'Thar carries a spellbook--not his own, but pieced together from human mages killed during the First and Second War. He gives it to you as a reward for helping him out; it gives the wielder a bonus to mana, a brilliance aura (one of the Archmage's skills), and the ability to use Mass Teleport (the Archmage's "ultimate" spell).
** There is an (unused in the standard game) spell ''called'' SpellBook, which allows you to access several spells through it, bypassing the usual six-ability limit.
** There is also Medivh's spellbook, which contains great powers in and of itself, playing a central role in both ''Tides of Darkness'' and ''VideoGame/WarcraftIII'' as an artifact desired by those that want to open portals into other worlds.
** In ''VideoGame/WorldOfWarcraft'', some spell-casting classes get tomes that are held in the off-hand. However, they stay shut and don't give you new spells (though a few of them can be used for special effects). Instead, they passively provide stat bonuses that increase your existing spells' damage or healing.
* The Factor 5[=/=]StudioGhibli DS collaboration, ''VideoGame/NiNoKuni,'' came with an actual "spell book" as [[{{Feelies}} a pack-in]]. The spell book will contain instructions on how to cast spells in the game world, as well as providing information on the game worlds themselves. For the [=PS3=] version, the entire book was replicated digitally in the game, with pages becoming available as the story progressed, but players who scored the fairly rare Wizard's Edition also received their own physical copy of the book.
* In some ''VideoGame/{{Rogue}}''-like variants a spell-caster must carry around spellbooks for all the spells they want to cast, which both takes up space in a limited inventory and also weighs down the not-physically-strong wizard (books are heavy). In ''VideoGame/NetHack'' and its variants, however, the player only needs to hold onto the spellbooks long enough to memorize the spell.
* In ''VideoGame/TalesOfPhantasia'', Arche learns her spells from various spellbooks.
* In ''VideoGame/FinalFantasyTacticsA2'' Seers and Scholars learn their spells from Books. Of course, since everyone learns their skills from weapons, they can also [[ThrowTheBookAtThem smack people over the head with their books, too.]]
** Scholars return in ''VideoGame/FinalFantasyXI'', and anytime a Stratagem is used, a large black or white tome will appear in midair, pages flying rapidly.
** In ''VideoGame/FinalFantasyXIV'', Arcanists and their {{Prestige Class}}es the Scholar and Summoner use Grimoires are their weapon. The Grimoires are made by Alchemists with enchanted ink.
* Nessiah's most treasured possession, the Revelation of the Gods, in ''VideoGame/YggdraUnion'' and ''VideoGame/BlazeUnion''. He's the only spellcaster to fight with a spellbook instead of a staff (which is plot-important, yes); he is also [[ThrowTheBookAtThem not above hitting people with it]] when charging into battle.
* Grimoire Weiss of ''VideoGame/{{Nier}}'' is an exceedingly arrogant, sentient spellbook that absorbs the blood of dead enemies and in return provides BlackMagic. It's also responsible for most of the [[SnarkyNonHumanSidekick snarky one-liners]] of the game.
* [[VideoGame/KingsQuest Alexander of Daventry]] definitely knows his way around these - and uses them in [[VideoGame/KingsQuestIIIToHeirIsHuman both of]] [[VideoGame/KingsQuestVIHeirTodayGoneTomorrow his games]].
* Leon's weapon of choice in ''VideoGame/StarOceanTheSecondStory'', which summons armed spirits to do the melee attacking.
* There are a few in ''VideoGame/KingdomOfLoathing''; some are offhand items that increase spell damage, others teach you new skills (and either go on your bookshelf or are consumed upon use).
* ''BibleBlack'' from the game of the same name. Despite the fact that the spells are working, it's just an ordinary book, however.
* Charlotte from ''VideoGame/CastlevaniaPortraitOfRuin'' uses spellbooks for her default attack. While some (like the Encyclopaedia and Blank Book) are straight cases of ThrowTheBookAtThem, others summon weapons or other entities to attack over short range.
* A couple of these turn up as PlotCoupons in the first ''VideoGame/{{Majesty}}'' game, enabling any hero that picks them up to cast a variety of low-level offensive and defensive spells that are normally only available to the Wizard.
* [[BlackMagicianGirl Chloe Heartzog]] equips these as weapons in ''VideoGame/ManaKhemia2FallOfAlchemy'', and also reads them as a hobby. Her books can summon flying weapons from their pages, serve as a portal for TheLegionsOfHell, and perform a comprehensive EnemyScan on monsters. By chewing on them.
* Several enemy mages in ''VideoGame/DragonAgeInquisition'' wield floating tomes (a first in the series). It is yet unknown if the player has access to them. According to the codex, these books are in fact normal books enchanted with prepared spells, presumably because these so-called Spellbinders don't have the training or experience to make up battle magic on the fly.
* In ''VideoGame/PillarsOfEternity'', wizards have a special slot in their inventory for "grimoires": magical tomes that can be [[PowersAsPrograms "loaded"]] with the spells the wizard had previously learned. The number of spells a wizard can prepare this way per grimoire is limited, so especially at lower levels, it may be a good idea to carry a couple with different spell selections and dynamically switch them in combat. Furthermore, pretty much the only way to learn new wizard spells is to plunder the grimoires of enemy mages.
* Several ''VideoGame/HeroesOfMightAndMagic'' games have spellbooks as something a hero needs to equip in order to learn spells, with no real reason not to get one right away, and most heroes on the Magic side come with one anyway. Some artifacts also function as spellbooks, allowing the wielder to cast magic they normally don't have access to.
* ''VideoGame/TheLegendOfZeldaI'' has a Magic Book which gives the Magic Wand's attack flame properties. Curiously, in the Japanese version, it's explicitly Literature/TheBible.
* ''VideoGame/{{Smite}}'': The Book of Thoth is a purchasable item for Mages or Guardians that allows them to stack up mana and magic power as they kill minions or other Gods. Later on, the owner of the book, Thoth, becomes playable as a mage who uses the book to read up and launch spells from there.
* ''VideoGame/GoldenSun'': The Tomegathericon in the second game gives the user a unique class with various "evil" spells such as summoning demons and hellfire (shame the balance is heavily skewed towards AttackAttackAttack). The name is a double ShoutOut: to the Necronomicon, obviously, but also to Tau Mega Therion, the Greek name for the biblical Beast of the Apocalypse.

* Most ''Webcomic/ElGoonishShive'' magic users, in spite of having power origins as widely varied as comic book superheroes, receive a spellbook that spontaneously adds pages to itself whenever they "level up" through a remarkably and regularly lampshadedly straight form of StatGrinding.
* Inevitably, ''Webcomic/TheOrderOfTheStick'' lampshades some of the [[http://www.giantitp.com/comics/oots0306.html counterintuitive oddities]] of D&D spellbooks.
* ''Webcomic/SluggyFreelance'' has the "Book of E-ville" and the "Book of Gud", although the latter is more of a McGuffin than a real book of spells. The former, however, apparently contains numerous spells.
* The first three chapters of ''Webcomic/{{Evon}}'' are based on the titular character's attempt to steal back her father's spellbook from her evil ex-master. She doesn't need the book to cast spells but studying it allows her to become more powerful.
* The Aurans of ''Webcomic/{{Plume}}'' used to have one that let them make [[spoiler:a guardian spirit out of Corrick]]. It seems to remain a singificant McGuffin after Auru falls.

[[folder:Web Original]]
* [[http://wanderers-library.wikidot.com/system:page-tags/tag/eleven-hours The Book of Eleven Hours]] from TheWanderersLibrary, which contains “alchemical processes, written accounts on contact with supernatural entities, and magic rites and rituals.”
* [[WebVideo/TheMusicVideoShow The Music Video Show's]] second season introduces this.

[[folder:Western Animation]]
* ''WesternAnimation/DuckTales'': Magica De Spell is sometimes seen consulting one. In "Magica's Shadow War" she reads off a spell that backfires on ''her'' as well as causing plenty of trouble for Scrooge.
* ''WesternAnimation/{{Gargoyles}}'', the Grimorum Arcanorum was very powerful and used several times by the mortal mages, including the recurring antagonist, Demona. The Archmage heavily sought it, and the Magus was rendered virtually powerless when he had to give it up to enter Avalon.
* Twilight Sparkle from ''WesternAnimation/MyLittlePonyFriendshipIsMagic'' has been known to look up powerful spells in books (like the "Glimmer Wings" spell in "Sonic Rainboom", or the spell in "The Best Night Ever" that lets her turn an apple into a coach).
* Subverted in ''WesternAnimation/SonicSatAM''. The wizard Lazaar had a ''computer'' of magic spells, but it is functionally identical beyond the user interface.
* ''WesternAnimation/UltimateBookOfSpells'' is a cartoon about a talking spellbook.
* In ''Franchise/{{Ben 10}}'', Charmcaster's spellbook is kept by Gwen after a body-switching incident. She keeps it and her skills at magic continue to increase throughout the series. The evil sorceror Hex (who is Charmcaster's boss and uncle, though Charmcaster has been a solo act of late) has a library full of them.
* In ''WesternAnimation/TheSmurfs'', Gargamel is the owner of the Great Book of Spells, which he occasionally turns to when his own magic abilities and knowledge aren't enough to help him catch the Smurfs.
* In ''WesternAnimation/DefendersOfTheEarth'', Mandrake owns a large collection of sorcery books, which are off limits to Kshin and, by implication, the rest of the Defenders apart from Mandrake himself. The plot of the third episode in the series involves Kshin disobeying this rule in a misguided attempt to teach a gang of bullies a lesson.