Wondrous Item, unknown rarity

This book is a hardcover book with a leather wrapping. When you hold the book, it feels almost like the book itself is breathing or moving or alive. There is a clasp that holds the book shut, which is made of a silver metal with a red gemstone on it. The gem looks like a ruby, but upon closer inspection, a DC 12 Int check shows that it is actually made of congealed blood. While holding the book, you can ask it a question or write a question on its pages. Good-aligned creatures can ask the book one question a day, neutral-aligned creatures can as the book two questions per day, and evil-aligned creatures can ask the book 4 questions per day. The number of questions you can ask the book increases by one for each day the book has been in your possession. If the question was written in the book, the book responds by writing back; the ink it uses is a dark, deep red. Upon closer inspection, it shows that it is blood. If the question is asked verbally, the book responds mentally to the person holding it. This book will never lie when it answers a question. The book will answer 7 questions per day and refuses to answer any more questions once this limit has been reached.

When the book answers a question, it is not always a direct answer to the question asked. Example: How do I rule better? You need to rely more on yourself; you alone can make a decision, and you rely too heavily on your advisors. The book provides truthful but often cryptic or incomplete answers, and cannot reveal information beyond what a powerful but imperfect entity might know; it is not all-knowing, but knows a lot.

Cursed: Once a creature has been in the possession of the book for 1 week, the book starts to attune to you. On the morning of the 7th day, the book automatically attunes to the creature. The book first fills in empty slots. If there are no more empty attunement slots, it replaces the lowest rarity item. If there are multiple items with the same rarity, the DM can choose which item is replaced. This 7-day period is reduced by 1 day for every question the book answers. After the book automatically attunes to one of your slots, the timer for the next 7 days starts immediately. The only way to unattune from the book is to be physically separate from the book for 24 hours per attunement slot attuned. 

Once you have become attuned to the book, you must make a Wis save when you try to separate yourself from the book, which depends on how many attunement slots are being used by the book. If the book is forcibly removed from your person, you enter a rage for 1 min where you single-mindedly try to get the book back. During this rage, you gain all the effects of the rage feature from barbarians; you can still cast spells, but can not maintain concentration. You still do everything in your power to retrieve the book after the rage ends, unless you become fully unattuned to the book by the method described previously. If you cast Remove Curse, you do not have to make the wisdom save for slots one and two; you still need to be separate from the book for 24 hours to remove the attunement slot.

1 slot: Wis Save of 15
2 slots: Wis Save of 15, but you can not add your saving throw modifier unless it is negative.
3 slots: Can only be removed from your person by a remove curse spell, and you must make a Con save of 15 or take 2d10 necrotic damage, or half as much if you save. If you failed, your max HP is reduced by the same amount of necrotic damage you take. If this damage kills a creature, that creature is revived as a random undead creature in 24 hours that is under the book's control. 

The more attunement slots used up by the book, the more you gain the following effects:

1 slot: You start having dreams when you sleep of people coming to visit you and telling you their secrets. Half of the dream visitors tell you to use the book, and the other half tell you to destroy the book, but you can not tell which side to trust. You gain immunity to magic that puts you to sleep or requires you to dream. You also gain resistance to Psychic damage and have advantage on Insight checks against all creatures outside of the book. Additionally, if you are making a skill check that you have proficiency in, you can add advantage to that roll. You can do this a number of times equal to your prof mod per long rest. However, you have disadvantage on Wis saving throws, and the psychic damage dealt by the book can not be reduced in any way. 

2 slots: Your proficiency bonus is increased by 3 for any roll, DC, or feature that uses it. When you make an ability check in which you are not proficient, you instead roll a d20 − your proficiency bonus (no ability modifier added). You gain the ability Twist Fate.  When you fail a roll you are proficient in, you can choose to add your proficiency mod to that roll. When you do, you take a d8 of psychic damage for each time you have used this ability; this resets on long rests. Your maximum HP is reduced by the damage taken from this feature. You cannot use this feature more than once per turn. When you use this ability, you gain the effects of Bane for a number of hours equal to the number of times you have used Twist Fate this long rest. When the bane effect is applied, any remaining time is removed. The max HP reduction from this feature is removed when you finish a long rest. Once per session, when you make a roll using your proficiency bonus, the DM may declare that you are not proficient in that roll. Once per session, when you make a roll without proficiency, you may declare that you are proficient in that roll. Only one of these effects may apply to a roll at any time. Your dreams grow more insistent. More of the dream visitors urge you to trust and use the book, while fewer encourage you to destroy it. Their guidance becomes harder to ignore, and their intentions more convincing.

3 slots: Every spell you cast is treated as if it were cast at one level above the spell slot you used. Or, whenever you roll a damage die, you can roll one die above what you normally would (d6 -> d8, d12 does not go to a d20). For weapon attack rolls, you also add your prof mod to the damage. However, whenever you cast a spell, including cantrips, you take psychic damage equal to twice the spell's level, or your spellcasting ability modifier (minimum 1), whichever is higher. When you make an attack, you take psychic damage equal to the ability modifier used for the attack. This damage only applies on your turn and can not happen more than twice in a single turn. If a creature is reduced to 0 hit points from the psychic damage from the book, the creature instantly dies. When a creature dies in this way, their mind is consumed by the book, and no resurrection magic can revive them. To revive them, the book must be targeted with a remove curse spell with the intent/target being to free a particular mind from its control. After this has been done, the creature can be resurrected. Your dream visitors no longer tell you to destroy the book, and fully endorse its use. When the book attunes to your final slot, you permanently gain a fourth attunement slot that is not removed, even if the book is unattuned. 

In addition to these effects, the more slots you are attuned to, the more profane the secrets become that the book provides. These secrets can range from anything from the first example given to, at 3 slots attuned, telling you rituals that have been forgotten over time, or the knowledge of them has been sealed away. Having three slots attuned to the book is when it starts giving you secrets that are sometimes better left unknown. 

Notes: Cursed

Previous Versions

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4/8/2026 7:46:43 PM
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Item Tags: Cursed

DustyKing01

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