How I changed a player's experience using just one grimoire

Howdy! I want to share with you a little something I did at my table that got me a lot of compliments from the Wizard player.

At my table, I always worry about how magic is approached. I like to give extra attention to this aspect of the game to avoid magic becoming a "super power" instead of an arcane force to be studied.

Getting straight to the point, I rewarded one of the players with a grimoire (an item introduced in Secrets of Magic). But, instead of letting the player just activate it and use it as if it were another useful magic item, I made a small change. In order to know how to activate it, it was necessary to study it through the Decipher Writing Skill Action. Furthermore, since it was a grimoire created by someone, the player, throughout the adventure (in moments of downtime), could continue using Decipher Writing, Recall Knowledge and Learn a Spell Actions to continue delving into the tome and devouring it completely, thus discovering new spells, the location of some mysterious magical items and secrets about creatures related to the grimoire's theme.

Finally, I added one more thing, not for balance reasons, but because I thought it would make things more interesting. Inspired by the so-called "books of the dead" from a light novel I follow, when the Wizard failed a test to decipher the grimoire, the player had to make a Will roll. The consequence was that part of the Wizard's consciousness, memories and personality were replaced by those of the original author of the grimoire.

At the end of the adventure, the player commented on how much fun he had with this mini plot. I was happy with the compliments and thought I should share this story here.

Thanks for reading!