Wondrous Item, legendary (requires attunement by a Sorcerer, Wizard, Warlock, Bard, Druid, Cleric, or Artificier. The name of whom the book is attuned will appear on its cover.)

This book looks old and worn, sporting a dark brown cover lined with mythical symbols cast in gold. After performing a brief ritual (consisting of lighting candles around you and sitting down comfortably), the reader and up to 7 creatures of their choice within 30 feet will be magically transported to an extra-spherical space. You appear in a library that seems to be unending (while actually isn't), in what appears to be the center where a lounge is arranged. The library will always be deserted (apart from the book holder and whatever creatures enter with them) however, will appear as though it is well maintained. While it will always appear to be nighttime from the windows, the library will always be brightly lit. In the library, one can find every nonmagical book ever written in any reality. Books are automatically translated to the reader. The beginning of the library can be found with a DC 15 perception or investigation check. The DC of finding the book you need is up to the DM, but note that all books are ordered by subject and are sub-ordered alphabetically. If one is struggling to find a topic in the library, they can concentrate on the topic in their mind and make a Charisma check (DC 10). If they succeed, they will automatically be transported to their desired topic. If a new book is written and published, it appears in the library as if it had always been there. The library and its contents cannot be burned or vandalized in any way unless for a noble reason. If a book (or any of its pages) from the library is burned, the memory of its content will be forgotten forever by all (except for the arsonists themselves), and all mentions or tangible resemblance of the contents will cease to exist. No books from inside the space can exit in any state, shape, or form, only the information learned from them. Books copied in this library can leave but are inevitably destroyed in 3d10 days. If one ever finds themself lost in the library, they can close their eyes, concentrate, and say "find me" to be transported back to the center lounge. To leave this library, all that entered must hold hands and say "Knowledge acquired!" in unison. The holder of the book can choose to return to the real world several seconds to several hours after they left. One cannot take rests in this library, but they also do not need to eat or sleep. An individual can spend a maximum of five hours in the library at one time. Once these five hours are up, the reader will automatically be transported back to where they came from. When the reader (and whichever creatures came with them) returns from the library, they will always have the book in hand. 


If one does not wish to enter the library, they can attempt a Wisdom check (DC 15) to study any one topic straight from the book itself. However, this option is strenuous and if utilized for more than 10 minutes at once, can impose exhaustion (Level 1) upon its user. If this option is chosen, only one topic can be studied per long rest.

 

 

Notes: Exhaustion, Sorcerer, Wizard, Warlock, Bard, Druid, Cleric, or Artificier. The name of whom the book is attuned will appear on its cover.

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SSCliff101

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