Jowgen
2015-11-04, 07:07 PM
Over in afroakuma's thread, the codex of infinite planes came up with mention how it's never sees mention in optimization. Seems like a fun project, so I figured I'd make a thread here for discussion.
First, the Aritifact description from the SRD
Codex of the Infinite Planes
The Codex is enormous—supposedly, it requires two strong men to lift it. No matter how many pages are turned, another always remains. Anyone opening the Codex for the first time is utterly annihilated, as with a destruction spell (Fortitude DC 30 for only 10d6 damage). Those who survive can peruse its pages and learn its powers, though not without risk. Each day spent studying the Codex allows the reader to make a Spellcraft check (DC 50) to learn one of its powers (choose the power learned randomly; add a +1 circumstance bonus on the check per additional day spent reading until a power is learned). However, each day of study also forces the reader to make a Will save (DC 30 + 1 per day of study) to avoid being driven insane (as the insanity spell). The powers of the Codex of the Infinite Planes are as follows: astral projection, banishment, elemental swarm, gate, greater planar ally, greater planar binding, plane shift, and soul bind. Each is usable at will by the owner of the Codex (assuming that he or she has learned how to access the power). The Codex of the Infinite Planes has a caster level of 30th for the purposes of all powers and catastrophes, and all saving throw DCs are 20 + spell level. Activating any power requires both a Concentration check and a Spellcraft check (DC 40 + twice the spell level of the power; the character can’t take 10 on this check). Any failure on either check indicates a catastrophe befalls the user (roll on the table below for the effect). A character can only incur one catastrophe per power use, even if he or she fails both checks.
d% Catastrophe
01-25 Natural Fury: An earthquake spell centered on the reader strikes every round for 1 minute, and an intensified storm of vengeance spell is centered and targeted on the reader.
26-50 Fiendish Vengeance: A gate opens and 1d3+1 balor demons, pit fiends, or similar evil outsiders immediately step through and attempt to destroy the owner of the Codex.
51-75 Ultimate Imprisonment: Reader’s soul is captured (as trap the soul; no save allowed) in a random gem somewhere on the plane while his or her body is entombed beneath the earth (as imprisonment).
76-100 Death: The reader utters a wail of the banshee and then is subject to a destruction spell. This repeats every round for 10 rounds until the reader is dead.
My take by just looking it over:
Learning the powers is relatively simple, since all you need is a way to always survive destruction and insanity , which are Death- and Mind-affecting. Being Undead or having some Soulfire Armor (BoED) plus any source of Mind-affecting Immunity would do it. Read long enough and the +1 bonus stacks up till you learn it, given enough time.
Using the powers reliably is a skill-optimization challenge. You need to have a +57 modifier in both spellcraft and concentration to never fail. I personally would very very much prefer a solution that doesn't rely on Guidance of the Avatar.
I personally think that the Catastrophes might be the most useful part of this item. If you can shore up enough immunity to the detrimental parts, most of them can be used quite effectively in an offensive/beneficial way, always with a 1 in 4 chance of getting the one they want. Also, you avoid the skill-optimization above and can potentially get use out of the them as a level 1 undead.
- Earthquake+ Storm of Vengeance
Earthquake is easy to avoid by flying, but it has real massive damage potential. The Storm of Vengeance is similar in damage potential but needs a lot of counters. Ideally you'd want immunity to deafness, acid damage (or resistance 12+), electricity immunity (or massive resistance), high bludgeoning damage reduction + the Anti-Impact ASA, Blindsense or another concealment-counter, and of course no inherent reliance on spells or ranged attacks. Better solution ideas welcome.
-Fiendish Vengeance
I'm not sure, but I don't think artifact-based Calling can be prevented with simple methods like Forbiddance. So Okay, you know you might be about to be beset upon by 2-4 Balors, Pit Fiends or other Fiends of similar CR. This might be massively useful if you can somehow turn them on your enemies or otherwise bend them too your will. I am way open to suggestions on how to do that.
Otherwise, might be hillarious if you kept using the thing while completely concealed so you get a bunch of confused Pit Fiends and Balors who'll most likely try and murder each other violently. :smalltongue:
- Ultimate Imprisonment
First I thought this one plain up sucks and has no potential benefit I can see. Then I realized that a Spellblade should work here, as it functions as two separate targeted spells. If so, then since the Trap the Soul doesn't allow a save, this would literally be a one-round "I Win" button against anything that isn't immune. You're now the King of Sigil's Infinite Dairy-product emporium. Otherwise, this just sucks.
- Death
A possibly rather handy one. As long as you're immune to death effects, you now safely spend the next ten rounds using Wail of the Banshee. Ten 40 ft spreads can cover a lot of ground if you got a decent move-speed. Might want to have some silence contingent so you don't kill stuff by accident though.
So yeah, that's my take on the thing. Feel free to discuss if you feel like it.
First, the Aritifact description from the SRD
Codex of the Infinite Planes
The Codex is enormous—supposedly, it requires two strong men to lift it. No matter how many pages are turned, another always remains. Anyone opening the Codex for the first time is utterly annihilated, as with a destruction spell (Fortitude DC 30 for only 10d6 damage). Those who survive can peruse its pages and learn its powers, though not without risk. Each day spent studying the Codex allows the reader to make a Spellcraft check (DC 50) to learn one of its powers (choose the power learned randomly; add a +1 circumstance bonus on the check per additional day spent reading until a power is learned). However, each day of study also forces the reader to make a Will save (DC 30 + 1 per day of study) to avoid being driven insane (as the insanity spell). The powers of the Codex of the Infinite Planes are as follows: astral projection, banishment, elemental swarm, gate, greater planar ally, greater planar binding, plane shift, and soul bind. Each is usable at will by the owner of the Codex (assuming that he or she has learned how to access the power). The Codex of the Infinite Planes has a caster level of 30th for the purposes of all powers and catastrophes, and all saving throw DCs are 20 + spell level. Activating any power requires both a Concentration check and a Spellcraft check (DC 40 + twice the spell level of the power; the character can’t take 10 on this check). Any failure on either check indicates a catastrophe befalls the user (roll on the table below for the effect). A character can only incur one catastrophe per power use, even if he or she fails both checks.
d% Catastrophe
01-25 Natural Fury: An earthquake spell centered on the reader strikes every round for 1 minute, and an intensified storm of vengeance spell is centered and targeted on the reader.
26-50 Fiendish Vengeance: A gate opens and 1d3+1 balor demons, pit fiends, or similar evil outsiders immediately step through and attempt to destroy the owner of the Codex.
51-75 Ultimate Imprisonment: Reader’s soul is captured (as trap the soul; no save allowed) in a random gem somewhere on the plane while his or her body is entombed beneath the earth (as imprisonment).
76-100 Death: The reader utters a wail of the banshee and then is subject to a destruction spell. This repeats every round for 10 rounds until the reader is dead.
My take by just looking it over:
Learning the powers is relatively simple, since all you need is a way to always survive destruction and insanity , which are Death- and Mind-affecting. Being Undead or having some Soulfire Armor (BoED) plus any source of Mind-affecting Immunity would do it. Read long enough and the +1 bonus stacks up till you learn it, given enough time.
Using the powers reliably is a skill-optimization challenge. You need to have a +57 modifier in both spellcraft and concentration to never fail. I personally would very very much prefer a solution that doesn't rely on Guidance of the Avatar.
I personally think that the Catastrophes might be the most useful part of this item. If you can shore up enough immunity to the detrimental parts, most of them can be used quite effectively in an offensive/beneficial way, always with a 1 in 4 chance of getting the one they want. Also, you avoid the skill-optimization above and can potentially get use out of the them as a level 1 undead.
- Earthquake+ Storm of Vengeance
Earthquake is easy to avoid by flying, but it has real massive damage potential. The Storm of Vengeance is similar in damage potential but needs a lot of counters. Ideally you'd want immunity to deafness, acid damage (or resistance 12+), electricity immunity (or massive resistance), high bludgeoning damage reduction + the Anti-Impact ASA, Blindsense or another concealment-counter, and of course no inherent reliance on spells or ranged attacks. Better solution ideas welcome.
-Fiendish Vengeance
I'm not sure, but I don't think artifact-based Calling can be prevented with simple methods like Forbiddance. So Okay, you know you might be about to be beset upon by 2-4 Balors, Pit Fiends or other Fiends of similar CR. This might be massively useful if you can somehow turn them on your enemies or otherwise bend them too your will. I am way open to suggestions on how to do that.
Otherwise, might be hillarious if you kept using the thing while completely concealed so you get a bunch of confused Pit Fiends and Balors who'll most likely try and murder each other violently. :smalltongue:
- Ultimate Imprisonment
First I thought this one plain up sucks and has no potential benefit I can see. Then I realized that a Spellblade should work here, as it functions as two separate targeted spells. If so, then since the Trap the Soul doesn't allow a save, this would literally be a one-round "I Win" button against anything that isn't immune. You're now the King of Sigil's Infinite Dairy-product emporium. Otherwise, this just sucks.
- Death
A possibly rather handy one. As long as you're immune to death effects, you now safely spend the next ten rounds using Wail of the Banshee. Ten 40 ft spreads can cover a lot of ground if you got a decent move-speed. Might want to have some silence contingent so you don't kill stuff by accident though.
So yeah, that's my take on the thing. Feel free to discuss if you feel like it.