
SECRETS
of the
The Codex of the
Infinite Planes does indeed come with a high price. It demands of
the possessor the thing that is most important to it. From Thigru
Thorkisen it demanded his ability to cast spells. Without the Codex,
Thigru is utterly unable to cast or manipulate magic... and Kherit is the
same for, as many suspect, Kherit is the lich of Thigru Thorkisen.
He was driven to lichdom by the Codex. Further, Kherit, although
assumed destroyed by Grindill by many, is still with the Codex, for the
Codex is Kherit's phylactery (The Codex demanded, eventually, Thigru's
very soul for its powers. This was the doomed fate of Thigru
Thorkisen. To be forever bound to the Codex, never, ever to be
released).
The Codex of the
Infinite Planes grants the following powers and abilities. To gain
these powers, you must read the tome. The further you read, the more
powers you gain - and the closer to a hideous fate you come. As it
is contains a description of each and every one of the infinite planes,
the book has an infinite number of pages.
Minor Benign
Powers:
1) +2 bonus to all
Knowledge skills (+4 to planar knowledge skill)
2) One Bonus Feat
3)
+2 bonus to Alchemy skill.
4) Conjure spell
components
Major Benign Powers:
1) Ability to survive physically on any Plane
of Existence.
2) +2 Luck Bonus to Armor Class (Permanent)
3) Spell
Secret: can
choose one spell known to them that becomes permanently modified as though
affected by one of the following metamagic feats: Empower Spell, Enlarge
Spell, Extend Spell, Still Spell, or Silent Spell. The spell's level
does not change and once the choice of spell and modification are chosen,
they cannot be changed.
4)
Plane Shift (Keys to physical transference to any
plane)
Minor Malevolent Effects:
1) Chance of insanity per reading (temporary
1d6 weeks) [Will save DC 25 per reading] - as per Ray of
Madness spell, but successful save confers no benefit to
the reader.
2) The Codex
occasionally summons outsiders of varying power (from pests to real
trouble) to challenge the possessor - to make sure the possessor is really
worthy. The Codex absorbs the soul of any possessor slain by one of
these challengers - ie. No chance for resurrection or
reincarnation.
Major Malevolent Effects:
1) The possessor withers and ages (3% of
maximum lifespan, e.g., 3.5 years for a human) each time the Portals of
Doom power, Storm of Vengeance Power, or Elemental Swarm power of the
Codex is used, eventually turning the possessor into a deathless lich-like
guardian of the item. This aging is permanent and cannot be
reversed.
2) The possessor has an unquenchable desire to be
worshiped and will eventually attack anyone who refuses to bow to him or
her. Once invoked, this effect is continuous while in possession of
the Codex.
Prime Powers (see below for descriptions of
fatigue effects)
1) Portals
of Doom (Will save, DC 30, or temporary insanity with each use, and
creates Mortal Fatigue) -This is the ability to open portals between this
world and the Elemental Planes. In recent history, Thigru the
Archmage would open up portals to the Elemental Plane of Fire above cities
and let the Plane rain down upon the city, destroying it
utterly. The shaft of stone that Itsitlawikanah sits upon came
from a portal to the Elemental Plane of Earth. He would flood cities
with portals to the Elemental Plane of Water.
2) Elemental Swarm (Severe Fatigue, and erases
1/2 of a wizard's memorized spells) - you open a portal to one elemental plane of your
choice. You can then summon elementals from that plane. After
the first ten rounds of casting, 3d3 elementals of 12 HD each appear;
after the second ten rounds, 2d3 elementals of 16 HD each appear; after
the third ten rounds, 1d3 elementals of 20 HD each appear. The
elementals remain for an hour from the time that they first
appear. These elementals will obey you explicitly and cannot
be turned against you. The Codex allows that you do not need to
concentrate to maintain control over the elementals. They cannot be
dismissed with spells such as dismissal.
3) Storm of Vengeance (Mortal Fatigue)
- Casting this
awesome spell requires concentration and continual casting for the entire
ten round duration. In the first round of casting, you summon an
enormous black storm cloud over the area of effect (a 120 yard radius
circle per 5 character levels). Lightning and crashing claps of
thunder appear within the storm; creatures in the area of effect must make
a fort save (DC = 19+ possessor's wisdom bonus) or be deafened for 10d4
rounds. On the second round of reading from the Codex for this
spell, acid rains down in the area, inflicting 1d4+1 points of
damage. No saving throw is allowed. On the third round, you
call six lightning bolts down from the cloud. Each is targeted by
you, and you can send them all at one target or separate them out to up to
six different targets. Each lightning strike causes 8d8
damage. A successful Reflex save (DC = 13+ possessors wisdom bonus)
indicates half damage. On the fourth round, hail stones rain down
over the area, causing 3d10 points of damage (no save). On the fifth
through tenth, and final, rounds violent rains and wind gusts reduce
visibility to five feet. Movement is reduced 75%. Missile fire
and spell casting from within the area of effect are impossible.
Ending the spell early, either voluntarily or otherwise, causes all
effects to end immediately, and the Codex transforms you into a
Cloud
of Vengeance (from the Al-Qadim setting) permanently to do its bidding
(no save).
Side
Effects
1) All second and
third level spells are quickened, with no level memorization requirements
(permanent once invoked).
2) Possessor has limited omniscience.
Once per day the possessor may use greater scry, ignoring penalties for
crossing planes and with a +15 to the check. Alternatively, the
possessor may cast divination with a 99% percent chance of receiving a
correct response.
Notes on Fatigue: Severe = -4 penalty to attack
bonuses, -3 penalty to AC. Movement = 3. Impossible for
character to stand up. Must make Concentration check to cast
spells. This state lasts until the character rests. Each 8
hours of pure rest allows a con check (DC=15). Once the save is
made, the character is no longer
fatigued.
Mortal= incapable of attacking or defending ones self. Character collapses
into a trembling heap immediately. The character must make
a Fort save (DC 20) or the strain is too much and he dies. If he
succeeds, he remains unconscious for 1d6 hours and awakens severely
fatigued.
The Codex is a
physically massive tome that is bound in brass and worked leather.
Mystical symbols set with precious stones adorn the outside. When
opened the Codex measures 8' across and is nearly 4' tall. It weighs
450 lbs. The pages are scribed in exotic inks and are masterfully
illuminated with gold and bright colors. The tome contains the keys
that grant the ability to travel between planes and the alternate
realities of the multiverse at will.
Characters of less than 11th
level who attempt to read the Codex must make a Fortitude save (DC 30) or
be disintegrated, as by the spell. Even if they save, they will be
repulsed 20' and stunned for 3-12 rounds, taking 1-10 points of damage in
the process. The first time a character of 11th level or higher
attempts to read the Codex, they must also save (Fortitude DC 15) or be
repulsed, stunned, and damaged (although there is no risk of
disintegration). Once a character has successfully begun reading the
Codex, s/he need no longer make a saving throw to continue reading on
another occasion. Moreover, that character has become the new possessor of
the Codex. The previous possessor (if still alive) immediately loses
all powers and side effects, although permanent effects
remain.
There are 99 doomed pages in the Codex. Each of these
doomed pages has a 1% cumulative chance of bringing about a terrible fate
for the character reading them.
The Codex is also reputed to give
the owner near omniscience. Tregillish Mul, before his final death
by decapitation, reported that Thigru would ask the Codex questions, and
he could open the book and find the answers. Tregillish hinted that
there was a terrible cost for such knowledge, but he never said what that
cost was.
Observations of both Thigru and Kherit (the most recent
confirmed possessors of the tome) seem to indicate that the Codex has some
profound side effects. The possessor seems to take on an
unquenchable desire to be worshiped and will eventually attack anyone who
refuses to bow to him or her. Thigru was well noted for his desire
to kill every mage but himself, and Kherit is said to have been
responsible for the plague that is killing the demihumans of
Inzeladun. The Codex also seems to become an obsession of the possessor, and owners seem to age quickly in physical
appearance.
Back to the Codex of the Infinite
Planes

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