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The Demented One
2007-05-30, 11:38 AM
Introduction

The Wandering Room is a library that exists outside of time and space. Mage's rumors and urban legends speak of it as a great store of knowledge that one can hope to find only once in a lifetime, which vanishes as soon as its door is shut. None truly know how it was created, who created, or why it was created, though the room itself offers a few clues. It is said to contain the secret magics governing time and reality itself, which are supposedly a running theme throughout the texts contained within it.

The Demented One
2007-05-30, 11:39 AM
Description

Entering the Wandering Room begins with finding a door. The door of the Wandering Room can appear anywhere, but it tends to manifest in hidden or secret places. One might open what they expect to be a dusty broom closet, and find themselves in the Wandering Room, or they might find it at the end of a dank and desolate alley. Regardless of where the door appears, it is always marked with a strange sigil, a circle filled with lines and curves. There is no way to seek out a door to library - the Wandering Room seems to choose who it appears to. Although no one can say if there is actually an intelligence within the Room making the choice, or if it is simply a function of the Room, it seems that the Room will never appear to someone who does not need it. Everyone that finds the door has some great question to be answered, or a burning desire for knowledge.

Once one has opened the door and step through, they find themselves in what seems to be a small room - a desk and chair, a chest, and a few lanterns enclosed by four walls, nothing more. This is only a trick of perception, however, for the room is not bounded by walls, as it first seems, but by bookshelves. If he is to turn back, he will find that the door he has just entered through is gone, with another bookshelf in its place. If the explorer slips around the inner circle of bookshelves, he will find himself faced with a seemingly endless expanse of shelves. There is no organization or cataloging to the shelves, but it seems that whichever one the wanderer turns his attention to first will have the books he needs to read the most. In addition, although the shelves stretch out endlessly, one can always return to the center of the Room in just a few moments by turning around and walking back. As one wanders through the Room, he may notice a pattern of lines and curves running across the floor, seemingly burnt into the wood. Although no one has seen the complete pattern, almost everyone who has been in the room is convinced it is the same sigil that was on the door to the Room, and it is often said by them, in hushed and fearful tones, to be the symbol of the Labyrinth.

Those who linger in the Room will find only more and more mysteries. It has books written in every language and from every era, covering every realm of knowledge one might hope to find. Time and space are strange and distorted there. Seemingly infinite spaces between shelves can be crossed in a few minutes, if one follows certain twisting, labyrinthine routes. In the Room, time seems to flow at a strange rate - hours might feel like years, and then, without any apparent shift, they might pass like seconds. Despite the passage of time, one seems to never grow sleepy - he can go on reading or exploring for days, weeks, without any ill effect. However, the Room seems to exist outside of normal time - once one exits, they find no time has passed at all.

That brings up the matter of leaving the Room. As previously mentioned, the door to the Room vanishes as soon as one enters - how then, can you escape it? But the Wandering Room is a library, not a prison, and exiting it is easy, though not obvious. The door out lies within dreams - once the explorer falls asleep, he finds himself outside of the library, the whole thing seeming to be nothing but a dream. Any knowledge the explorer gained in the Room remains, though he cannot take items or books back from the Room. Although one will never become sleepy within the Room, owing to its strange temporal distortions, one can always go to sleep if he focuses on it, willing himself to sleep.

The Demented One
2007-05-30, 11:41 AM
Texts

Book of the Severed Veil
The Book of the Severed Veil is one of the many spellbooks to be found in the Wandering Room, and perhaps the most significant. Unlike other books, held on the infinite shelves of the Room, the Book of the Severed Veil can always be found on top of the desk in the center of the Room. It is divided into two halves. The first is a treatise on a strange, dangerous form of magic that cuts the ties of time and space. Although no direct reference to the Room is made, the Room certainly seems to be a product of this strange magic. The second half of the book is spent recording spells that apply the principles discussed in the first half. The Book of the Severed Veil contains the spells escape from the real, greater reality rift, reality rift, temporal meddling, and time stop.

The Azure Codex
The Azure Codex is one part of a three volume spellbook, which focuses on temporal magic. The Azure Codex is a repository of spells that affect the past. Subtitled "The Book of What Was," it contains spells that can turn back time, or bring the past into the present. The Azure Codex contains the spells second youth, teleport through time (http://www.wizards.com/default.asp?x=dnd/pg/20030409b), turn back time, and wind back the key.

The Crimson Codex
A sister work to the Azure Codex, the Crimson Codex, subtitled "The Book of What Will Be," holds spells that affect the future. Unlike its siblings, which are in perfect condition, this book is badly burnt in place, and looks as if it has been sewn and resewn together many times. The Crimson Codex contains the spells age unto dust, anachrognosis, chronomancer's celerity, temporal healing, and time walk

The Violet Codex
Perhaps the strangest of the Codices, the Violet Codex is "The Book of What Could Have Been." While its siblings discuss past and present, the Violet Codex deals with changing time itself, with manipulating alternate timelines. Its author seems to have believed in an infinite number of alternate timelines - and some of the spells contained within the Codex would seem to prove him right. The Violet Codex contains the spells army of myself, dispel paradox, paradox haze and paradox meditation.

The Tempest Scroll
The Tempest Scroll is a work of extreme length - although it seems to be no more than a normal sized scroll, it can be unrolled to a length of thousands of feet. It discusses the most powerful, epic spells of temporal magic. However, the scroll is warded most carefully - any character who is not of 21st level or higher, or that is not a spellcaster, that picks up the scroll must make a DC 30 Fortitude save or be aged 2d10 years. He must make another save for each round he remains in contact with the scroll. The Tempest Scroll contains the epic spells lost in time, safe time and time duplicate. An epic spellcaster can learn spells from The Tempest Scroll as if they had been recorded onto a stone tablet. Although doing so does not destroy the scroll as it would the tablet, a spellcaster can only ever learn one epic spell from the Tempest Scroll.

The Book of Fates Unwoven
The Book of Fates Unwoven is an artifact text of immense power. At first glance, it seems to be a small, unassuming leather bound journal, easily overlooked as just another book. However, when the book is opened, it is revealed to be filled with writing, each page describing, in the minutest detail, the events of its reader's life. However, the book is more than just the perfect biography - it allows its reader to change his fate. The reader may rip out the page in the book describing any one event that specifically affected him or those close to him, and, in doing so, alter time to prevent that event from ever happening. He can prevent his best friend from dying, undo the encounter with a mage that left him permanently cursed, or similar. The exact effects of this can be wide and world-changing, and are left entirely up to the DM. Paradoxes can easily be created through this, so altering the past requires care and caution. Once a reader has altered his past, the Book appears to crumble into dust, though any new arrivals to the Room will find it back in its place, waiting for them.

Overpowering Transmutation, CL 35th. Major Artifact.

Historia Mundi, vol. VII
This book is nothing more than a text on history. It's writing is somewhat less dry than one would expect from a history book, but besides that, nothing obvious is apparent. However, a careful reading reveals that the history recorded in the book is quite different from actual history. Some differences are glaring and obvious - the attribution of the invention of magic to the goblins, for example, or the extinction of the humans - while others are subtler. Someone has gone through and annotated the book, pointing out some of the less obvious inconsistencies.

Ars Temporis
A hand-written notebook, this text contains depictions and descriptions of all the items, magical and mundane, that can be found in the room, and includes instructions for reproducing them. Because of this text, visitors to the room have been able to reproduce items like phase cloaks and temporal compasses upon leaving the room. No author is listed for the book, but most assume it is whoever created the room.

The Demented One
2007-05-30, 11:43 AM
Age Unto Dust
Transmutation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level (D)
Saving Throw: Will negates, then Fortitude partial (see text)
Spell Resistance: Yes

You accelerate the flow of time around a creature, aging it years in a matter of seconds. Each round, the creature must make a Fortitude save or be aged 1d4 years. Even if it successfully saves, it is still aged one year. If this aging causes it to advance an age category, it gains any penalties to physical ability scores entailed by this, but does not gain the corresponding bonuses to mental ability scores. If a creature is aged up to or beyond its maximum age by this spell, then it dies. Only a limited wish, miracle, wish, or another effect of similar power can undo this aging. Once a creature has been aged by this spell, it cannot be affected by it again unless the aging is undone.

Age unto dust counters and dispels second youth.

Anachrognosis
Divination
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 hour
Range: Personal
Target: You
Duration: 1 round/level

Sometimes the easiest way to answer a question is to simply ask yourself. This spell creates a telepathic link between you and your future self. Each round, you may ask a question of yourself. Because of the difficulties in communicating through time, your self can only give one word answers, though your questions can be as long as needed. Your future self will never lie to you, but it is not omniscient. Some questions may be outside of its range of knowledge, whereas it may give a false answer for others, because it believes that answer to be true. This spell can easily create paradoxes, because most times, your future self learned the answer to the question by casting the spell in the past, creating a casual loop. However, this manner of paradox is relatively minor, and causes no threat to casualty as a whole.

Army of Myself
Conjuration (Summoning)
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 full round action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One alternate self/4 levels, no two of which may be more than 30 ft. away
Duration: 1 round/level (D)

You summon alternate versions of yourself from different timelines to aid in your fight. Each self appears when you designate and act on your turn. You do not have direct control over your alternate selves, but each one does what you would have done–in effect, the same player controls all the characters, but the summoning character does not control the summoned characters. Each alternate self is an exact duplicate of you, but each one has eight negative levels. Each alternate self possesses all the items you do, but magical items are replaced with their non-magical equivalents. Each alternate self is at full hp, is fully rested, and has all spells ready to be cast. If one of your alternate selves is killed, you and the other alternate selves are not killed.

Chronomancer’s Celerity
Transmutation
Level: Sor/Wiz 6
Components: V, S, XP
Range: Personal
Target: You
Duration: 1 round/2 levels (D)
Saving Throw: Fortitude partial (see text)
Spell Resistance: No

You accelerate the flow of time around you, allowing you to act with immense speed. You may take an additional standard, move, or swift action each round, although you may not take an extra action if you make a full round action. You gain a +30 enhancement bonus to your base land speed, gain a +5 enhancement bonus on attack rolls, and gain a +5 doge bonus to AC and on Reflex saves.

However, such powerful magic is not without cost. Your aging is accelerated, and you must make a Fortitude save each round or be aged 1d4 years. Even if you successfully save, you are still aged 1 year. If this aging causes you to advance an age category, you gain any penalties to physical ability scores entailed by this, but do not gain the corresponding bonuses to mental ability scores. If you are aged up to or beyond your maximum age, you die. Only a limited wish, miracle, wish, or another effect of similar power can undo this aging. In addition, each round, you must spend 1,000 xp, or this spell’s duration ends.

XP Cost:
1,000 xp per round.

Dispel Paradox
Transmutation
Level: Sor/Wiz 5
Components: V, S, XP
Casting Time: 10 minutes
Range: See text
Target: One spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

With this spell, you can undo the effects of any spell that allows a creature to travel or communicate through time, such as teleport through time or anachrognosis, by merging the present timeline with one in which the spell was never used. Doing so undoes all effects of the targeted spell–any changes to history made by its caster are undone, any anachronistic knowledge gained with it is lost, and so on. The spell slot used to cast the spell remains expended, and any XP spent casting the spell remains spent. Although this spell is commonly used to reverse paradoxes created in time travel, it can still undo effects that resulted in no paradoxes.

To undo a spell, you must know who cast it, and exactly what spell it was. You do not need any physical proximity to the spell’s caster, but you must have temporal proximity. You can only cast this spell up to seven days before or after the time when the targeted spell was cast, or up to seven days before or after the point in time where the spell sent its target. You and the caster of the targeted spell make opposed caster level checks, and if you succeed, that spell’s effects are undone. You can add up to +20 to your caster level check.

Dispel paradox can counter any spell that allows a creature to travel or communicate through time.

XP Cost:
100 xp.

Escape from the Real
Conjuration (Teleportation)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 5 rounds

You step outside of time and space, ceasing to exist for the moment. As you cast this spell, you and all items you are carrying disappear, vanishing into nothingness. You reappear in the same space at the end of this spell’s duration. If another creature or object is occupying the space you reappear in, then you are shunted off to the nearest open space and take 1d6 points of damage per 5 ft. you traveled.

Paradox Haze
Transmutation
Level: Sor/Wiz 9
Components: V, S, XP
Casting Time: 1 full round action
Range: 60 ft.
Area: 60 ft.-radius emanation, centered on you
Duration: 1 round/2 levels
Saving Throw: None
Spell Resistance: No

You distort the nature of time around you, temporarily fusing your timeline with another, and allowing the time of each to flow together. Each creature in the area of this spell may take two rounds worth of actions every round.

XP Cost:
1,000 xp.

Paradox Meditation
Divination
Level: Wiz 8
Components: V, S, XP
Casting Time: 1 full round action
Range: Personal
Target: You
Duration: Instantaneous

You exchange your prepared spells with those of an alternate you from a different timeline. You may unprepare all your prepared spells, and then prepare new spells in all of your newly emptied spell slots. If you had expended spell slots when you cast this spell, they are not restored, and you may not prepare new spells in them.

XP Cost:
500 xp

Reality Rift
Conjuration (Teleportation)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You cast a creature outside of time and space, temporarily negating its existence. If it fails its save, it and all items it is carrying disappear into nothingness, ceasing to exist. At the end of this spell’s duration, that creature reappears where it was. If another creature or object is occupying the space it reappears in, then the target is shunted off to the nearest open space and takes 1d6 points of damage per 5 ft. it traveled.

Reality Rift, Greater
Conjuration (Teleportation)
Level: Sor/Wiz 9
Duration: Instantaneous or 1 round/level (see text)
Saving Throw: Will partial

This spell functions as reality rift except as above. In addition, even if the creature succeeds it save, it still disappears for 1 round/level. However, if it fails its save, it is permanently removed from reality, disappearing forever. It cannot be resurrected, because it is not dead–it simply does not exist. Only a miracle, wish, or another effect of equal power can bring back a creature whose existence has been negated in this way.

Second Youth
Transmutation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level (D)
Saving Throw: Will negates, then Fortitude partial (see text)
Spell Resistance: Yes

You reverse the flow of time around a creature, undoing the effects of its aging. Each round, the creature must make a Fortitude save or have its age reduced by 1d4 years. Even if it saves, its age is reduced by 1 year. If this aging causes it to regress an age category, it loses any penalties to physical ability scores from its prior age category, but does not lose the corresponding bonuses to mental ability scores. If a creature’s age is reduced below one year, then that creatures experiences unbirth, and ceases to exist. Only a limited wish, miracle, wish, or another effect of similar power can undo this reverse aging. Once a creature has been unaged by this spell, it cannot be affected by it again unless the reverse aging is undone.

Second youth counters and dispels age unto dust.

Temporal Healing
Transmutation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous

You heal yourself by projecting your wounds into the future. You are healed 1d10 hp per caster level. However, eventually your wounds catch up with you. 1d6 hours later, you take as much damage as you were healed earlier.

Temporal Meddling
Abjuration
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Until discharged, then one to five rounds (see text)
Saving Throw: Will negates
Spell Resistance: Yes

The next time the target creature casts a spell, that spell does not take immediate effect. Instead, its effect is suspended for between one and five rounds, your choice, after which it takes effect. If, when the spell takes effect, it cannot take effect normally - for example, because its targets are out of range - then the spell is countered.

Time Walk
Conjuration (Teleportation)
Level: Sor/Wiz 9
Casting Time: 1 round
Components: V, S, XP
Range: Personal
Target: You
Duration: 1 hour/level

This spell allows you to travel between one and seven days into the future. You must designate a specific minute to travel to, although temporal drift means you will arrive either 1d8 minutes before the specified minute or 1d8 minutes after. You arrive in the same point in space you were in when you cast this spell. If another creature or object is occupying the space you reappear in, then you are shunted off to the nearest open space and take 1d6 points of damage per 5 ft. you traveled.

There is a chance that the spell misfires, causing complications. When you cast this spell, roll 1d20. If you roll a 1, you experience a misfire. Your mind is overload, and you take 1d6 points of Intelligence damage. In addition, you greatly miss your mark. Roll 1d6, and consult the table below. It is possible to travel into the past if a misfire occurs. If this occurs, see the teleport through time (http://www.wizards.com/default.asp?x=dnd/pg/20030409b) spell, as some aspects of traveling into the past are different than traveling into the future. However at the end of the spell’s duration, you still return to where and when you were when you cast the spell.

{table=head]Roll|Time Traveled|Direction
1|1d6 years|Past
2|1d10 weeks|Past
3|3d12 days|Past
4|3d12 days|Future
5|1d10 weeks|Future
6|1d6 years|Future
[/table]

Because of the difficulties of traveling forwards in time, you cannot bring along other creatures or items, even the ones you are currently wearing. However, your items still exist in the future you traveled to, and are where they where when you cast this spell unless they have been disturbed. Thus, many spellcasters will give their items to a trusted friend before using this spell.

When using this spell, it is possible to meet your future self. Unlike when traveling into the past, as with the teleport through time spell, you and your future self are not compelled to attack each other, because your future self has already experienced this, unlike past selves, and the two of you are thus not prone to the manic rage that results from two selves unexpectedly coming in contact each other. This contact with your other self. may lead to potential paradoxes–if you are killed in the future, then both you and your future self die. If your future self dies, then you are likely to experience the same fate, although you can use the knowledge acquired by traveling through time to avoid it. Any paradoxes that may ensue are not significant enough to threaten casualty as a whole.

At the end of this spell’s duration, you return to the point in time and space you were at when you cast this spell. If another creature or object is occupying the space you reappear in, then you are shunted off to the nearest open space and take 1d6 points of damage per 5 ft. you traveled.

XP Cost:
1,000 xp.

Turn Back Time
Conjuration (Teleportation)
Level: Sor/Wiz 9
Components: V, S, XP
Casting Time: 1 full round action
Range: Personal
Target: You
Duration: Instantaneous

You reverse time, undoing the events of the turn that just happened and bringing you back to your last round. Only you remember what happened before you reversed time, though you can share this knowledge. All characters may take completely different actions from what they did before. However, even though the events of the round are undone, the spell slot that contained or was used to cast this spell remains expended, and the XP spent casting the spell remains spent.

XP Cost:
1,500 xp.

Wind Back the Key
Transmutation
Level: Sor/Wiz 4
Components: V, S, XP
Casting Time: 1 hour
Range: Touch
Target: Item touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You reverse the flow of time around an item, restoring it to its original, undamaged state. Any damage the item has is repaired. If the item has been destroyed, then this spell restores it to full, working order.

XP Cost:
150 xp.

The Demented One
2007-05-30, 11:46 AM
Epic Spells

Lost in Time
Conjuration (Teleportation)
Spellcraft DC: 69
Components: V, S
Casting Time: 1 standard action
Range: 300 ft.
Target: One creature
Duration: Instantaneous, or 5 rounds for temporal transport
Saving Throw: Will negates
Spell Resistance: Yes
To Create: 621,000 gp, 12 days, 24,840 xp. Seed: Transport (27). Factors: Transport unwilling creatures (+4), do not transport self (ad hoc +4), transport through time (ad hoc +20), 1 action casting time (+20), change from touch to target (+4), increase spell’s saving throw DC by 10 (+20), gain +10 bonus on caster level check to overcome spell resistance (+20). Mitigating Factors: Burn 5,000 xp (-50).

This spell functions as teleport through time (http://www.wizards.com/default.asp?x=dnd/pg/20030409b), except as above. Rather than traveling through time yourself, you send another creature to the past.

XP Cost:
5,000 xp.

The Demented One
2007-05-30, 11:48 AM
Items

Phase Cloak
One of these cloaks can be found folded up in the chest in the center of the Room. It appears to be made from an almost fluid, silvery material, and has a circular clasp with the same labyrinth design found on the door and floor of the Room. It's commonly believed to have been made by whoever created the Room, although this is uncertain. Although the cloak, like all other items in the room, cannot be taken out from the room, some mages who have visited the room have created copies of it.

Any armor, shield, or weapon he wields gains the ghost touch special ability. In addition, if the wearer of a phase cloak is capable of casting arcane spells, then he may use escape from the real three times per day, and ethereal jaunt once per week.

Strong Conjuration and Transmutation, CL 13th. Craft Wondrous Item, escape from the real, ethereal jaunt. Cost 15,000 gp + 1,020 xp. Price 30,000 gp.

Temporal Compass
A half dozen or so of these ingenious devices can be found in the chest at the center of the Room. They are non-magical, relying instead on extremely delicate clockwork. Each compass is a golden disc set with three dials. The first shows the absolute time, corresponding to time on the Material Plane. The second dial shows relative time, corresponding to the time at the present location of the compass. The final dial's movements are erratic and unpredictable, and no one has been able to discern exactly what it measures. Visitors to the Room have made copies of the these compasses, and their use has become relatively common among those who can afford such excellent timepieces. A temporal compass can typically be purchased for 500 gp. Making a temporal compass requires a DC 25 Craft (Clockworking) check.

Artifacts

Eye of Nowhere
The Eye of Nowhere is a minor artifact, a globe of dark blue and violet crystal found on top of the desk in the center of the Wandering Room. Anyone touching the Eye immediately makes mental contact with an unknown being. There is no consistency in what being is contacted - everyone that touches the globe seems to contact a different being. Most beings contacted would seem to be ordinary humanoids or other intelligent creatures, and all claim to be in the Room. Some claim that the Eye is a temporal nexus of sorts, that allows different people who are in the Room at different points in time to communicate with each other. There are no schematics for the Eye in Ars Temporis or anywhere else in the room, and it has not been reproduced outside of the room - or at least, not that anyone knows of.

Strong Divination, CL 20th. Minor Artifact.

Mirror of a Thousand Faces
Somewhere in the darker corners of the Wandering Room lies a dusty, full-length mirror, covered by a canvas. If an explorer were to prop up the mirror and remove the canvas, he will discover the strange power of the Mirror of a Thousand Faces. When one gazes into the Mirror, it is not himself that gazes back, but a version of himself from an alternate timeline. The alternate self may be somewhat similar to the explorer, or he may be vastly different - anything from mild personal quirks, to alignment, to class, and even to race may be different, at the DM's digression. The explorer and his alternate timeline reflection may converse with each other verbally, which is often both a quite unsettling and enlightening conversation. No designs for the Mirror have been found in the Room, nor have any others been found outside of the Room.

Strong Divination, CL 20th. Major Artifact.

The Demented One
2007-05-30, 12:09 PM
Guardian

The Wandering Room is guarded by a mysterious force or entity known as the Minotaur. Far from an actual monster, the Minotaur is apparently invisible, incorporeal, and possibly even inanimate. It is unknown whether it is a creature, an immensely powerful magical trap, or some form of spell laid on the Room. Its name comes from its status as guardian of the labyrinth-like Wandering Room.

The Minotaur makes its presence known to almost everyone who enters the Wandering Room, typically by using its telekinesis to move items around; subtly at first, then more noticeably, occasionally forming what might be symbols or messages. However, its wrath is deserved for those who disturb the natural order of the Room. Those who attempt to destroy any of the texts within the Wandering Room, who seek out the furthest, forbidden shelves, or who delve too deep into the nature of the Room may find themselves threatened by the Minotaur.

The powers of the Minotaur are almost limitless. It's most commonly used abilities are telekinesis, illusion spells such as major image or illusory wall, or temporal magic, such as the spells found in the books of the Room, all with a caster level of 20th, if not higher. However, it is said to be capable of using many more forms of magic, as needed to carry out its task. Typically, the Minotaur will give intruders at least a chance, preventing them from committing whatever misdeed they were doing, but not outright killing them. However, if roused a second time, it typically acts without mercy, crushing the culprit. No attack, spell, or item has ever successfully harmed or dispelled the Minotaur, though they can offer defense against its abilities; some say nothing less than destroying the Room itself could destroy the Minotaur. However, even this is uncertain, as some who escape the Minotaur by leaving the Room claim to have been stalked by it still, even in the outside world...

The Demented One
2007-05-30, 01:53 PM
Et Cetera

Reproduced below are a few significant quotes from texts found within the Room.

"To get a better idea try this: focus on these words, and whatever you do don't let your eyes wander past the perimeter of this page. Now imagine just beyond your peripheral vision, maybe behind you, maybe to the side of you, maybe even in front of you, but right where you can't see it, something is quietly closing in on you, so quiet in fact you can only hear it as silence. Find those pockets without sound. That's where it is. Right at this moment. But don't look. Keep your eyes here. Now take a deep breath. Go ahead, take an even deeper one. Only this time as you exhale try to imagine how fast it will happen, how hard it's gonna hit you, how many times it will stab your jugular with its teeth or are they nails?, don't worry, that particular detail doesn't matter, because before you have time to process that you should be moving, you should be running, you should at the very least be flinging up your arms-you sure as hell should be getting rid of this book-you won't have time to even scream.
Don't look.
I didn't.
Of course I looked."

"Every word instantly becomes a concept precisely insofar as it is not supposed to serve as a reminder of the unique and entirely individual original experience to which it owes its origin; but rather, a word becomes a concept insofar as it simultaneously has to fit countless more or less similar cases — which means, purely and simply, cases which are never equal and thus altogether unequal."

"Someone once told me that time was a predator that stalked us all our lives."

"Through all the windows I only see infinity."

"Linear Time is wrong and suicidal."

"Muss es sein?"

"Time present and time past
Are both perhaps present in time future,
And time future contained in time past.
If all time is eternally present
All time is unredeemable."

"Thoughts are the shadows of our feelings—always darker, emptier, simpler."

"Forever is composed of nows."

"Who has never killed an hour? Not casually or without thought, but carefully: a premeditated murder of minutes. The violence comes from a combination of giving up, not caring, and a resignation that getting past it is all you can hope to accomplish. So you kill the hour. You do not work, you do not read, you do not daydream. If you sleep it is not because you need to sleep. And when at last it is over, there is no evidence: no weapon, no blood, and no body. The only clue might be the shadows beneath your eyes or a terribly thin line near the corner of your mouth indicating something has been suffered, that in the privacy of your life you have lost something and the loss is too empty to share."

"How can I tell that the past isn't a fiction designed to account for the discrepancy between my immediate physical sensations and my state of mind?"

"Everything whimsical has left. I try to study the light, going carefully. From my room. In the glass of memory. In the moonstream of my imagination. The weeds, the windows, every bench. But the old man is not there, and the cats are all gone. Something else has taken their place. Something I am unable to see. Waiting.
I'm afraid.
It is hungry.
It is immortal."

Dorizzit
2007-06-23, 04:31 PM
Wow, this is really cool. You must have put a lot of work into this.

Kuma
2008-09-12, 07:42 PM
you are The God of Homebrew. This should be included in an actual 3.5 book. this is un-freaking-beleiveable

The Glyphstone
2008-09-18, 11:03 PM
Very neat - the only thing out of place is the spell Army of Myself. It's a 5th level sorc/Wiz spell, allowing it to be cast at level 9 or 10 - but at the level you can learn it, it summons 2 duplicates of yourself with 10 negative levels...since they only have 9 or 10 HD to start with, they automatically drop dead on the spot from energy drain...

EDIT: BLARGH. Didn't see that this had been threadnomancied...then again, it's all about a library that wanders time and space. Was it threadnomancy, or did the Wandering Room decide to show up "now"?

Flame of Anor
2008-12-01, 11:46 PM
This is completely and utterly awesome. I am blown away. This is probably the best thread on the board. All I can say is, I hope my DM allows some of this stuff when I get into the relevant levels, and where are your other two epic spells, Safe Time and Time Duplicate?

Glooble Glistencrist
2008-12-09, 12:15 PM
Does the Book of Fates Unwoven protect the reader from the change - that is to say, does he remember the past as it was before he altered it?

I think I'm gonna steal just that artifact for my campaign, by the way. Not that the rest isn't awesome.

The Demented One
2008-12-13, 11:26 PM
Does the Book of Fates Unwoven protect the reader from the change - that is to say, does he remember the past as it was before he altered it?

I think I'm gonna steal just that artifact for my campaign, by the way. Not that the rest isn't awesome.
Whaetever the DM thinks is more interesting.

Kallisti
2009-07-26, 03:05 PM
I'm totally stealing this for my game. Consider it yoinked!