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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, azer, fire elementals 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 impeded. Shadows, shadow mastiffs, caraches 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 brought about.
    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.