*Tome, Artifact(requires attunement)*
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*Aliases: The Book of Counters, Menhir's Bane, Torn Bortakat*
This black-bound book has no title, bevels, or symbols carved upon it. The pure darkness of its cover looks like a hole in reality. Holding the book creates a feeling of mundanity within the holder.
It takes 30 rests to complete reading the book. There are three tiers to this book and its effects. The book is written in Lesser Celestial and can only be read by creatures familiar with the language. However, the book can be decyphered by creatures that can read Eldar or Sylvan. Reading it by decyphering takes twice as long to complete.
The book has 6 charges, regaining 1d6 charges at dawn. A creature can willingly expend a spellslot into the book to make it instantly regain charges equal to the level of the spellslot expended. The book cannot have more than 6 charges, even if a higher level spellslot has been expended.
**Tier I (5 / 30).**
Description...
*Spellbreaker.* You gain the ability to attack spell effects head on. As an action, you can expend 1 charge of the book to target a spell effect with a weapon attack. The AC of the spell effect is equal to 10 + the spell's level. If the attack hits, you deal half damage to the spell effect. This damage does not damage the hit points of the caster of the spell. However, the caster must make a concentration saving throw as if they were damaged by the amount of damage dealt by the attack.
*Magic Sense.* As your detection of the arcane becomes greater, you start to notice connections where you didn't before. You can see a faint yellow aura around creatures with the spellcasting, ritual caster, or magic initiate features.
**Tier II (15 / 30).**
Description...
*Mana Drain.* You learn how to syphon away some of the mana contained within a vessel. As an action, you can expend 2 charges of the book to target a creature with an unarmed strike. You can add your proficiency bonus to this attack, if you aren't already proficient in unarmed strikes. If you hit the target with the attack, you can drain away a spellslot from the target. You cannot drain a spellslot with a level higher than half your characters level rounded down. The target loses the spellslot. If the target does not have any spellslots of the targeted level, the target loses a spellslot of the closest possible level under the targeted level. You take 1d8 force damage for each level of the spellslot that you have drained, as the magical recoil courses through your body.
*Spell Avoidance.* Your detection of the arcane improves, giving you an edge against all effects that would target you. You gain advantage on saving throws made against spells and other magical effects.
*Rooted in the Mundane.* You give up part of your own connection with the arcane plane, as your hatred against magic grows. If you have the spellcasting feature and use spellslots, you lose one spellslot of your choice. If you do not have the spellcasting feature or use spellslots, you lose one of your max hit dice.
**Tier III (30 / 30).**
Description...
*Enhanched Spellbreaker.* You hone your destruction of the weave to a perfect art. When you use your Spellbreaker ability, you deal full damage instead of half. In addition, the ability can target spells that do not require concentration. A successful hit forces a concentration check of the caster, as if the spell was held by concentration. If the caster fails the save, the spell effect ends.
*Antimagic Area.* The book hums in your hands. It hungers to destroy the weave. As an action, you can expend 3 charges of the book to create an Antimagic field centered on yourself, as if the antimagic field spell has been cast. The duration of the field is 10 minutes and does not require any concentration.
*Eviscerate the Fantastical.* You cut your ties with Menhir, shunning Arcanum. If you have the spellcasting feature and use spellslots, you have one less spellslot in each level of spellslots available to you. This effect stays active when you gain new spellslots at later levels. If you do not have the spellcasting feature or use spellslots, your max health gets permanently decreased by the max value of your hit die. In addition, you lose one of your max hit dice.