#### Codex Tempestatus
Wondrous item, artifact (requires attunement)
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When the great sails of the Caelian Empire spread themselves across the world, conquering almost every region in Orden, only two peoples escaped their conquest. One of them, the far northern people of Vanigar, defended their shores with great storms they seemed to summon at will.
For a decade, the empire's ships battered themselves against the storms sent against them. Every fleet sank, their hulls ripped apart, their sails burned by lightning. No research, no oracles could reveal the source of this storm mastery. Eventually, the empire ceased its war against the storms, content with the rest of the world.
Three centuries later, a tome emerged written in the runic language of the Vanir. It was not a treatise like the other codices—it was a book of rituals, each of devastating power. Scholars theorize that the power within this codex granted the Vanirmen the power to withstand the mighty ships of the empire. Though the identity of the author of the Book of Storms remains a mystery.
A creature that attunes to the codex tempestatus and understands its secrets gains the following abilities.
***Sky Caller.*** The author of the Book of Storms referred to themselves as the Sky Caller. Attuning to the book places you in sympathy with the ebb and flow of cloud and atmosphere, the natural patterns of the air. Consequently, air obeys your thoughts and whims. You gain a flying speed equal to your walking speed. If you already had a flying speed, it is doubled. In addition, you gain immunity to lightning and thunder damage.
***Static Shock.*** The codex is constantly charged with static energy, and attuning to it passes this quality onto you. Invisible electric currents writhe around you. Whenever you hit a target with a melee or spell attack, you deal an extra 3d6 lightning damage. Whenever a creature within 5 feet of you hits you with a melee attack, it takes 3d6 lightning damage.
***Cloud Command.*** Attuning to the book opens your awareness to the atmospheric water that permeates even the driest of climates. For you, manipulating the atmosphere is simple. During deployment, you can summon fog or rain to affect the terrain.
***Thunderclap.*** The sound and fury of a storm remind mortals just how powerful nature's wrath is. During your turn in warfare, choose a unit. Each unit adjacent to it must succeed on a DC 15 Morale test or become disoriented.
***Galeforce Winds.*** The winds are yours to command, and you know how to twist them to keep intruders from the sky. Once per battle, you can use an action to conjure violent winds. When you do so, all opposed aerial units suffer 1d6 casualties.
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