#### Codex Miror
Wondrous item, artifact (requires attunement)
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Written by Durthara, the Empress's Archmage, the Book of Wonder is the first recorded codex and gave the Age of Wonder its name. In those days, the Ganarajyan Empire's word for "magic" translated as "wonder" or "marvel." Magic, then, was newly discovered by Men and seemed a limitless resource. Spells were invented, made fashionable, and forgotten before anyone knew they could be written down.
History records the codex miror as the greatest, the most powerful of the codices, but no sage has ever owned more than two, so no one in history could claim to be an expert, and most of the records of what the Book of Wonder could do were written hundreds of years after it disappeared.
***Sorcerer Supreme.*** You learn, prepare, and cast spells as though you were four levels higher. You learn these new spells immediately upon attuning to the codex. Multiclass characters choose from among their highest-level spellcasting classes. You can prepare any spell from the bard, wizard, sorcerer, or warlock spell list.
Your spells cannot be resisted.
***Master of Magic.*** On initiative count 30, you know if any enemies are casting spells on the current turn and which spells they're casting.
***Bound to the Book of Marvels.*** Write your True Name into the book. While you are attuned to the book, you have advantage on saving throws against spells. If you lose the book, and someone speaks your True Name in your presence, you lose this benefit and you have disadvantage on saving throws to resist spells cast by the magic-user who spoke your True Name.
***Book of Wonder.*** The codex miror remembers a time when magic was much...friskier. Whenever you cast a spell on a creature, there's a 5% chance one of the following effects occurs (determined randomly).
| d100 | Result |
|:-----:|-----------------------------------------------------------------------------------------------------------------------------------------------------------|
| 01–04 | The target loses all hair and clothes. |
| 05–08 | A pit, 10 feet deep and 10 feet wide, opens under the target's feet. |
| 09–12 | The target has advantage on attack rolls for the next 3 rounds. |
| 13–17 | Fifty **bats** appear, swarm around your head for 1 round, then flit away. |
| 18–21 | The target grows wings. If it already has wings, its wings transform into tentacles. |
| 22–25 | You are surrounded by a cage, 10 feet on each side, of solid iron bars. |
| 26–30 | Each piece of headgear within 30 feet (including helmets) transforms into a skullcap topped with a bladed device that turns in any breeze. |
| 31–35 | The target' s skin turns paisley permanently. |
| 36–40 | All gold within 10 feet of you transmutes into lead. |
| 41–45 | The target is completely covered in an inch-thick coat of honey. Also, 500 bees arrive. |
| 46–49 | Every time the target speaks, the following music plays: |
| 50–54 | a small cottage falls on you, dealing 8d10 damage. You are pinned under the house with only your feet sticking out. |
| 55–59 | Rotting fish shower down within 100 feet of the target for 6 seconds. |
| 60–63 | You are polymorphed into a **centaur**. |
| 64–67 | All weapons within 60 feet turn into bunches of flowers. |
| 68–71 | Summon a hippopotamus (01-10), **elephant** (11-80), or mouse (81-100). |
| 72–76 | A sperm whale drops from the sky onto the target. |
| 77–80 | You grow by half. |
| 81–84 | You shrink by half. |
| 85–89 | The target becomes permanently invisible. |
| 90–93 | The target is polymorphed into a willow tree. |
| 94–97 | 14-85 gems with a base value of 1 gp pour from the target's nose over the next hour. |
| 98–99 | The target is affected by a *flesh to stone* spell. |
| 100 | If the target has fewer than 100 hit points, it explodes. |
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