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Codex Infinitum (Artifact)

At a glance

Item type
Artifact
Restrictions
Requires Spellcast Trait

Effect

When activated, the Codex possesses the following properties: Any and all information inked into the pages of the Codex by the player is remembered and accessible. All writing or illustrations entered into the pages disappear after closing the Codex, and do not reappear until recalled intentionally. Whomever activated the Codex and/or knows the passphrase has the ability to access or change the passphrase, as well. The Codex itself is almost entirely indestructible. The Codex *may* be destroyed (at the GMs discretion), but the ritual or procedure to do so should be harrowing and/or complex or difficult. Otherwise, the pages and cover of the Codex cannot be torn, burned, damaged, or broken by any conventional means. The player may mark a stress, in order to recall something that they didn't write in the Codex themselves. If the player succeeds on a Spellcast check (17), they can ask a single question related to something that someone who possessed the Codex previously would have written within it. Once per Short Rest, the player may mark a stress in addition to a Hope in order to draw from their Experiences. When the player does so, they can draw upon the Codex's archived Experiences by generating a new Experience relevant to what they are trying to accomplish at a +3 Bonus for the remainder of the scene. Once per Long Rest, the player can cause the book to recall maddening revelations. The player can mark two stress boxes, in order to issue a reaction roll (17) to any one target within melee range. On a failure, the target marks 1d4 Stress and gains the Blinded condition until the GM spends a fear to clear it. A Blinded target cannot see, taking disadvantage on all physical reaction and attack rolls. On a success, the target marks one stress and is not Blinded. Once per Long Rest, the player may elect to enter the Codex's interior extradimensional archive. Mark a stress for the player, and an additional stress for anyone the player brings along. Anyone brought within by the player may leave by using the passphrase, by succeeding on a Spellcraft roll (17), or anyone else who succeeds at leaving may take any number of other individuals along with them.

About this item

The Codex initially appears as an ornate, jeweled spellbook. However, upon closer inspection, it appears to be completely empty and devoid of magic. The truth only reveals itself when the correct passphrase is uttered, and the magic of the Codex spills forth.

This passphrase is decided by who previously or currently possesses the Codex. The passphrase may take any auditory or percussive form (a phrase, a song/whistle, tapping in a certain rhythm).

The passphrase may be difficult to discover (at the GMs discretion), but once a player discovers the passphrase and succeeds on a spellcast roll (17) – the Codex becomes activated.

Codex Infinitum (Artifact)

Item

The Codex initially appears as an ornate, jeweled spellbook. However, upon closer inspection, it appears to be completely empty and devoid of magic. The truth only reveals itself when the correct passphrase is uttered, and the magic of the Codex spills forth.

This passphrase is decided by who previously or currently possesses the Codex. The passphrase may take any auditory or percussive form (a phrase, a song/whistle, tapping in a certain rhythm).

The passphrase may be difficult to discover (at the GMs discretion), but once a player discovers the passphrase and succeeds on a spellcast roll (17) – the Codex becomes activated.

Feature

When activated, the Codex possesses the following properties: Any and all information inked into the pages of the Codex by the player is remembered and accessible. All writing or illustrations entered into the pages disappear after closing the Codex, and do not reappear until recalled intentionally. Whomever activated the Codex and/or knows the passphrase has the ability to access or change the passphrase, as well. The Codex itself is almost entirely indestructible. The Codex *may* be destroyed (at the GMs discretion), but the ritual or procedure to do so should be harrowing and/or complex or difficult. Otherwise, the pages and cover of the Codex cannot be torn, burned, damaged, or broken by any conventional means. The player may mark a stress, in order to recall something that they didn't write in the Codex themselves. If the player succeeds on a Spellcast check (17), they can ask a single question related to something that someone who possessed the Codex previously would have written within it. Once per Short Rest, the player may mark a stress in addition to a Hope in order to draw from their Experiences. When the player does so, they can draw upon the Codex's archived Experiences by generating a new Experience relevant to what they are trying to accomplish at a +3 Bonus for the remainder of the scene. Once per Long Rest, the player can cause the book to recall maddening revelations. The player can mark two stress boxes, in order to issue a reaction roll (17) to any one target within melee range. On a failure, the target marks 1d4 Stress and gains the Blinded condition until the GM spends a fear to clear it. A Blinded target cannot see, taking disadvantage on all physical reaction and attack rolls. On a success, the target marks one stress and is not Blinded. Once per Long Rest, the player may elect to enter the Codex's interior extradimensional archive. Mark a stress for the player, and an additional stress for anyone the player brings along. Anyone brought within by the player may leave by using the passphrase, by succeeding on a Spellcraft roll (17), or anyone else who succeeds at leaving may take any number of other individuals along with them.

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