Wondrous Item, unknown rarity (requires attunement)

Al Azif is the true name for the Necronomicon, a tome of forbidden knowledge only accessible to those who have devoted them self to knowledge.

Other practitioners of evil have held the book and added their own input to its catalog of vile knowledge. Their additions are not clear, in some cases, they may have made notations and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches yet is somehow this legible.  

Nature can’t handle the book’s presence. Ordinary plants wither in its presence, animals are unwilling to approach it. Those how haven't devoted themselves to the dark arcane slowly die while holding it

A creature attuned to the book must spend 1d10 hours a week reading and studying it to digest its contents and reap its benefits. The creature can then freely read the lore contained within.

The AL azif remains with you only as long as you strive to comprehend all of the Eldrich beings is the multiverse if you fail to do so withing 10 days you take 4d10 dmg per day until you do; going 15 days without study you will lose the book. Dying with the book properly attuned will ascend your soul to the forgotten plane when after spending 1d100 years in you can come back to the normal plane as an immortal.   

Random Properties. The Book of Vile Darkness has the following random properties:

  • 1 minor beneficial property
  • 2 major beneficial properties
  • 1 minor detrimental property
  • 2 major detrimental properties

Mark of Darkness. After you spend the requisite amount of time reading and studying the book, you acquire a pentagram on your forthead. The mark of darkness grants you advantage on Charisma (Persuasion) checks made to interact with evil creatures and Charisma (Intimidation) checks made to interact with non-evil creatures.

Command Evil. While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil target (save DC 18). You can’t use this property again until the next dawn.

Dark Lore. You can reference the AL azif whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, double your proficiency bonus on that check.

Dark Speech. While you carry the Al azif and are attuned to it, you can use an action to recite words from its pages in a foul language known as Dark Speech. Each time you do so, you take 1d12 psychic damage, and each non-evil creature within 15 feet of you takes 3d6 psychic damage.

Destroying the Book. The AL azif allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome.

If a solar tears the book in two, the book is destroyed for 1d100 years, after which it reforms in some dark corner of the multiverse.

A creature attuned to the book for one hundred years can unearth a phrase hidden in the original text that, when translated to Celestial and spoken aloud, destroys both the speaker and the book in a blinding flash of radiance. However, as long as evil exists in the multiverse, the book reforms 1d10 × 100 years later.

If all evil in the multiverse is wiped out, the book turns to dust and is forever destroyed.

Vile Lore

The Al azif  touches on every evil in the cosmos. A character can use the lore the book contains to unearth terrible secrets no mortal should know. Among the contents a character might find are the following, plus whatever else you choose:

  • Eldrich Apotheosis. The book could hold a ritual that allows a character to become a lich or death knight.
  • True Names. The true names of any number of fiends might be in the book.
  • Dark Magic. Several spells of horrific evil of the DM’s design and choosing could be in the book. Spells could impose dreadful curses, disfigure others, require human sacrifice, afflict creatures with crippling pain, spread vile plagues, and so on.

Notes: Advantage: Persuasion, Advantage: Intimidation, Expertise: Intelligence Ability Checks, Advantage: Charisma Saving Throws, Damage, Control, Buff, Debuff, Utility, Combat, Cursed

Item Tags: Damage Control Buff Debuff Utility Combat Cursed

Gawd_Of_Gawds

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