Tome of Weathered Worlds
Legend tells that the Tome of Weathered Worlds was created by a wizard,
Istrel, who traveled the planes and used powerful magic to capture portions of
planar environs that she visited. After her death the tome was willed to a
wizard friend, but the tome was intercepted en route and never received. Since
then it has appeared in the hands of military commanders, wizards, dragons,
and fiends; each time with calamitous and land altering effect.
The tome is a pockmarked and scarred iron bound
volume of thin, copper hammered pages. Though not a comfortable item to
transport, the sturdy nature of the item was wrought with the intent that it
survive the environs that it summons. Each page of the book has a large arcane
symbol stamped upon it. Touching the symbol causes an animated view of the
environ that will be summoned to appear upon the page with the symbol remaining
super-imposed over the vision. Previewing an environ is a full round action.
Example Summoned Terrains|
Forest: Anywhere that there is bare earth do mature trees spring
up and spread their canopy. Bushes grow forth and roots burrow beneath
structures, possibly damaging roads and so forth. The flow of the
existing terrain is mostly unchanged. In time, if a suitable environ
for forest exists, the trees naturally seed the area and continue to
grow, otherwise they may slowly or quickly die away, leaving little
sign that a forest was ever there.
Hills: Existing terrain is replaced
with gentle rolling hills. At the edge of the area of effect the hills
blend seamlessly with existing terrain. Structures and creatures within
the area of effect suffer as though affected by an earthquake
spell, however no fissures open up. Natural flora is unaffected, raised
and lowered in height according to the hills which appear beneath them.
In time, wind and rain will slowly erode the hills away.
River: Existing terrain is replaced
with a wide river. River boulders and slopes line the rushing water
which is quickly carried out into the prevailing terrain by the water
current, causing flooding. Creatures in the area of effect make Reflex
saves or Balance checks (DC 15) or they are swept prone and carried
1d6x10 feet in the direction of downstream. Poorly founded structures
may collapse, roadways in the flood path may also be damaged. In time
the water is absorbed by the ground and a pathway of river stones
is all that remains.
Chasm: A fifty foot deep, twenty foot
wide gulch parts the existing land, sinking existing vegetation and quite
possibly destroying structures that are in its path. Creatures in the
path of the chasm suffer 5d6 falling damage, though those near the edge
of the effect might be allowed a Reflex save to leap out of the way.
Either end of the chasm is boxed off by normal prevalent terrain, possibly
entrapping creatures at the bottom of the chasm. In time, erosion and fill
will slowly raise the floor of the chasm and collapse its sheer walls.
Elemental Fire: Roaring fire fills
all available air within the area of effect, consuming all breathable
air in an instant. For three rounds do flora, fauna, and structures within
the area of effect suffer 3d10 points of fire damage. Vision is obscured
to 120 feet because of the great heat and smoke. Spells with the Fire
subtype are enhanced and spells which use or create water are impeded
for three rounds, as though such spells were actually cast while on the
Plane of Elemental Fire. Efreeti,
are a few possible creatures of the Elemental Plane of Fire that may also be
brought along with the summoning. These creatures are very likely to be upset
and hostile. Nearby forested terrain may catch fire. Planar traits (flames,
magic enhancement and impedance) end after three rounds, leaving little
but fire-scarred terrain and a lot of smoke.
Realm of Shadow: Colorless light
fills the area of effect and shadows fill the area. The ground becomes
loose sand and shifting soil. Creatures within the area of effect
suffer a 20% mischance to attack rolls due to shadows. Lawful creatures
suffer a -2 penalty on all Charisma checks. Spells with the Shadow
descriptor are enhanced and spells which create light or fire are
are a few example creatures possibly included in the summoning. These
creatures are likely to be hostile. Magic impedence, shadowy light and
other planar effects fade after three rounds. In time wind will disperse
the fine dust which coats everything, but a sand bowl remains for many
years as evidence of the transformation.
Summoning an environ from the book requires a
successful Knowledge (Arcane) check to correctly trace the symbol. For terrain
types native to the plane on which the book is being used this check is DC20;
Summoning a terrain from another plane has a Difficulty of 30. Tracing the
symbol of a page takes five full rounds and cannot be rushed. If the symbol
is correctly traced then the environ which is depicted upon that copper page
is summoned into being, transforming the existing landscape. The area of
effect is centered upon the book and has a radius of 10 feet per point which
the bearer exceeded their Knowledge Arcane skill check. Should the bearer of the
book fail their Knowledge Arcane check with a roll of a 1, then the book
vanishes, transported randomly to a terrain like that which the bearer
intended to summon.
All natural terrain is transformed into that
which was summoned by the book. Artificial terrain remains, such as roads
and buildings, though they may not survive very long in the new terrain.
When possible, the summoned environ adheres to the prevailing terrain, but
there are many times when this is not possible and extreme changes are
Summoning extra-planar terrain can be hazardous.
Natural hazards of the plane, such as flames from the Elemental Plane of Fire,
negative energy of Negative Material Plane, restrictions and planar effects
on spell-casting, poisonous fumes, and so forth are likewise summoned forth
and persist for three rounds before fading away. Gravity and time are not
changed by the summoned environ. The actual terrain which was summoned remains
behind as a permanent feature, although it is affected normally by the
prevailing climate and environment of the plane they have been summoned to.
Summoning extra-planar environs is also dangerous because of the risk of
bringing inhabitants of that plane along with the environ. Anytime that
extra-planar material is summoned with the Tome of Weathered Worlds
there is a 2% chance per point of success which the summoner exceeded their
Knowledge Arcane skill check that a creature of the planar environ which was
summoned is also brought forth. Summoned creatures are free willed.
As you might imagine, this can have very dramatic
consequences. Portions of cities can easily be destroyed. Summoning Elemental
Fire terrain in the middle of the ocean will likely create an explosion of
steam and super heated water. Rolling hills can ruin a keep and its fortified
walls. Elemental Earth can obstruct a mountain pass. The summoned sands of the
Realm of Shadow might poison the ground for years. Beneficial changes might
also be wrought, such as the changing portions of barren land to fertile plains,
healing forests ravaged by wildfire or beautifying a city with greenery.
Magical Aura: Strong Summoning, Strong Transmutation;
Caster Level: 40th;
Weight: 20 lbs.