This tome contains magical formulas whose secrets have been lost to the ages, though it is rumored to hold the key to ultimate control over time and space. And the rumors are true. With the power of the pages unlocked, the holder in this book holds limited use of a power rivaling that of a god.
Mystical Pages. While many pages are filled with the magical formulas, there are still plenty of pages left blank to accommodate spells and new formulas. This allows the tome to be used as a spell book. Additionally, the tome seems to "remember" its users. When unattuned, all pages containing spells become blank. If a new user attunes to the book, this remains the same. However, upon re-attunement by a previous user, all of the spell pages return to the same state they were in when that user last unattuned.
Magical Origins. The complex magical formulas take a genius to understand, but when understanding is attained, power follows. While attuned to this book, the user gains +2 intelligence; max 24. Additionally, it may be used as a spellcasting focus and provides a +3 bonus to the user's spell attack rolls and spell save DC.
Dimensional Storage. You have your own personal pocket dimension that you can access as an action at any time to store things or retrieve something you have sorted before. The dimension has a virtually infinite storage capacity. What you can store is limited only by the object's size. You cannot store an object that is huge or larger. Time does not pass in this dimension so corpses do not decay, food does not spoil, even souls are frozen in time if they are still bound to a corpse. A living creature that you attempt to place in the storage will immediately be shunted out, including yourself.
Combat Distortion. While the book is in your grasp, both time and space occasionally distort in tense situations. In combat, you can add your intelligence modifier to your AC as you perceive time at an accelerated rate, allowing for faster reactions as long as you are not weighed down by armor. Additionally, you can induce a protective spatial distortion as a bonus action, that gives enemy attacks disadvantage against you, and it grants you advantage against dexterity throws until the start of your next turn.
Cosmic Insight. The tome's secrets, now fully unlocked, provide an innate and unparalleled understanding of the universe. Each of the following insights can be invoked once per day at no cost, but can be used additional times with the expending of a 9th level spell slot. Each unique effect can only be invoked once per long rest.
- Insight of Time. The tome's temporal formulas grant an unparalleled control and understanding of time. When you activate your insight of time, choose one of the following effects:
- Reverse State. As an action, you can touch a willing creature of your choice and revert the physical state of their body to a previous state from the last 5 rounds. Make an arcana check of DC = 25 - your intelligence modifier. On a success, you may select how far back the physical state reverts. On a fail, the individual reverts 1d5 rounds. The individual does not change position and they retain all memories despite the reversal.
- Time Banishment. As an action, you can banish a creature to up to a minute (10 rounds) in the future. The must make an charisma saving throw against your spell save DC or be shunted into the future. You choose how far into the future they go. They will appear in the exact same space as they were shunted from at the predetermined time. On a successful save, they resist the shunting but take 5d10 psychic damage from the strain.
- The World. There is one formula that seems to be the magnum opus of the author. You can invoke an ancient formula known as "The World," but you must sacrifice your entire turn to do so. You may not use any movement or any bonus actions the turn you invoke this insight. This formula casts time stop that lasts only until the end of your next turn, but cannot be ended early by any means. However, you can sacrifice life force to extend this time. When you invoke this insight, you can sacrifice 25% of your maximum health (rounded up) to extend the length of the time stop by 1 full round. You may only extend it in this way up to twice per use of the insight. Creatures who are frozen in time are considered stunned until time resumes. As powerful as this formula is, there is one flaw in the formula, the intense ego of the wizard who discovered this formula is reflected in it's execution. At the beginning of each turn you spend in "The World," you must make a DC 10 charisma saving throw or else you must spend the round monologuing about your brilliance despite the fact that no one can hear it because time is frozen. If you fail the saving throw, you may only use your movement, action, or bonus action on that turn. If you fail the save by 5 or more, you spend the entire turn monologuing and cannot act.
- Insight of Space The tome's spatial formulas grant an unparalleled control and understanding of space. When you activate your insight of space, choose one of the following effects:
- Mass Reposition. As an action, you can shuffle the positions of all creatures within 200 feet of you. Unwilling creatures may make a charisma saving throw against your spell save DC to resist this effect.
- Unwilling Decoy. When you or an ally within 30 feet of you would be forced to make a saving throw against an effect you can see by a hostile creature or trap or if they would be hit by an attack from a hostile creature, you can target any other creature on the field and swap the target's place with them as a reaction. This may not target the creature that forced the saving throw/made the attack and an unwilling creature may contest this effect by making a charisma saving throw against your spell save DC. If they fail the saving throw, the suddenness of the swap causes them to automatically fail the saving throw or hit by the attack regardless of what the original roll was.
- Spatial Rend. As an action, you rip a large gash into space itself. The rift is the shape of a mirrored 40 foot cone and may be placed anywhere you can see. All creatures within the area must make an intelligence saving throw. On a fail, they take 20d10 force damage that ignores resistance and turns immunity into resistance, and they are banished to a pocket dimension created by the rift until the start of your next turn. They may still act on their turn within the pocket dimension though they cannot escape it by any means nor affect a creature outside of it. If you are inside the targeted area, you are not affected by the rift. Additionally, if a creature dies from this ability, the body is immediately transported into your storage dimension.
Notes: chronurgy or graviturgy wizard
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