Codex of Catastrophe

The is a volume of the Evil Encyclopedia of Evil
==Effects==
Once a character has begun to read, they are compelled to continue in whatever manner they began until they have finished (which takes 4d6 hours) unless they make a DC20 Wisdom save. If a character reads the book aloud, everyone within earshot must make a DC20 Wisdom save or stand fascinated until the recitation is complete.
No two readers or listeners can ever quite agree on the specific contents of the , only that it was profoundly distasteful.
If the book is read silently, only the reader suffers its effects; if the book is read aloud, all listeners suffer its effects. The effect is as follows:
*An intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground within 80 ft of the subject can’t move or attack. A spellcaster on the ground must make a DC20 Constitution save or lose any spell they try to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake depends on the nature of the terrain where the book is read.
**Cave, Cavern, or Tunnel: The effect collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Dexterity save DC20 halves) and pinning that creature beneath the rubble (see below).
**Cliffs: The effect causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Dexterity save DC20 halves) and is pinned beneath the rubble (see below).
**Open Ground: Each creature standing in the area must make a DC20 Dexterity save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Dexterity DC20 to avoid a fissure). At the end of the effect, all fissures grind shut, killing any creatures still trapped within.
**Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Dexterity save DC20 halves) and is pinned beneath the rubble (see below).
**River, Lake, or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the effect, sucking down creatures and structures. Each creature in the area must make a DC20 Dexterity save or sink down in the mud and quicksand. At the end of the effect, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.
**Pinned beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of bludgeoning damage per minute while pinned.
For all other purposes, treat it as an Evocation spell cast by a level 20 wizard, save DC20.
category:Evil Encyclopedia of Evil