| The Masks of Destiny |
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The masks themselves are indestructable by any
mean known to man as long as Xoth resides within them. They were
made this way to prevent any chance of releasing any part of Xoth
from the mask. The only way to release Xoth from the mask is to
bring the masks together in a binding spell. If the binding is
completed the masks will form as one in a twisted abomination
of a face consisting
of different parts from all of the masks, including 3 gems. The
mask will detect as strong magic from all schools in this single
form. Any living being that wears the formed mask will find themselves
within the mask's prison as Xoth posseses their corporeal form,
no save.
As one piece, the mask will function as if all
of them are being worn at the same time as long as Xoth resides
within. By the time this is realized by the wearer it will be too
late, they will be the mask and Xoth will be them. If detected
for
magic with another person's soul within the mask it will radiate
a moderate magical aura of all the schools but lose all its power.
Now it is just a prison for the soul within. Destroying the mask
is now possible thus freeing the soul. A raise dead or resurrection must
be performed to restore the released soul.
One of the gems that is the single mask is also
a phylactery for Ssslhack, the guardian of the mask of alteration.
Xoth is the only other person who knows of this gem and has prepared
for its use. If in living form Xoth is killed his soul will go
into
the phyactery destroyng Ssslhack's presense forever. The gem may
be broken as it was not part of the original design of the mask
thus destroying Xoth.
Suggestion Power: When two or more of
the masks are owned by one being Xoth can exert a small influence
on the person once per day as per suggestion spell (DC 10).
For each mask after the 2nd possesed the DC increases by 2. If
all
the masks are together the DC is 25. Xoth can suggest the owner
of the mask wear it thus releasing Xoth even he they know the consquences
of such an act. They will feel they can control the power of the
mask.
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Mask of Divination
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This mask resembles a small black domino mask
that ties with a fragile black string. The mask grants the abilities
to cast 1 divination spell from each level of magic (1-9) that the
user could conceivably use if he were a mage of that level. The
mask's abilities can be used at will, meaning the character can
take others actions since the mask is actually doing the casting.
The mask can also 1/day perform a variant "locate object"
spell. It will point the general direction of any one other mask
of destiny, with no clue to distance or any other information.
Abilities: This mask does not have much in the way of consciousness,
its only real traits are curiosity. It will occasionally, if left
unused for a time, cast divination spells on its own. It will alert
the user to what it finds.
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| Mask of Illusion |
| This mask is unique
in that it comes in 2 pieces. Each half resembles that of a Greek
tragedy/comedy mask but with only half a face, one is comedy and the
other tragedy. Both must be brought together to be used. This mask
also grants the ability of spell casting illusion spells. In addition
the wielder, once he becomes bonded, will be under the influence of
a permanent change self spell that changes only when the wielder is
alone and unobserved but without control otherwise. A GM's tool basically
but robbing the PC/NPC of his natural looks unless he uses another
spell to simulate it.
Abilities: This mask has a slight consciousness causing
it to become playful in non violent situations. It will casts some
its illusion spells to cause practical jokes but never on the wielder.
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| Mask of Evocation |
| This mask is a full
face mask, it is deep red in color and depicts a demonic creature,
its features twisted in menace. This mask also grants the ability
to cast invocation/evocation spells as with the other masks. This
mask also grants the wielder a permanent +1 to hit and damage.
Abilities: This mask is bit more alive than others, it is
filled mostly with a sense of rage. When the wielder becomes angry
the face on the mask begins to twist itself into ever more angry
looks as if straining to climb out and destroy the offender. The
wielder himself will find it more difficult to keep his anger under
control. When the wielder is angry the mask may unleash its spells
against the offender even if it is the wielders closet friend or
ally!
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| Mask of Necromancy |
| This mask appears to
be a simple hand held party mask of death. It resembles a white skull,
has holes for eyes and mouth, and has a rod for holding up to ones
face, no tie for this one.
The mask of necromancy takes no active actions
that the player does not desire but it does influence his thinking.
Once bonded with the mask the wielder gradually becomes less emotional,
caring less for humanity, eventually breaking all ties with friends,
family, and lovers because those relationships are unimportant.
The wielders alignment will slip to a true neutral ideal. GM's decision
on the rate to do this.
Abilities: The mask has the typical powers of its type,
spell casting, but also allows one other type of spell. Once a day,
depending on level, the mask can cast a fear type spell, type depending
on wielders level. Spook (1st wiz. spell) is the spell unless the
wielder is 7th level or higher in which case it is Fear (4th wiz.
spell), at 15th level this becomes a Symbol of Fear (as 8th level
wiz. spell). Note: The mask acts as the focus for the fear-type
spells so victims must be looking in that direction.
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| Mask of Abjuration |
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The mask covers the whole head and appears to
be made of a bluish metal, somewhat resembling a full face helmet
but very plain.
Abilities: While wearing this mask the wearer is not subject
to the effects of Vorpal Weapons or any other method of decapitation.
This mask has the usual spell casting abilities as the others. This
mask of abjuration has a personality ruled by fear and caution,
forcing the wielder to take a penalty of 1 to all initiative checks
but a bonus of 1 to all saving throws.
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| Mask of Conjuration |
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This mask has the appearance of a reptilian humanoid
perhaps a kobold or lizard man. It ties to the head with a string
made of thin silver.
Abilities: This mask has the usual spell casting abilities
of the others. Its personality is extremely efficient so that when
any conjuration/summon spell is cast the maximum number of creatures
will be summoned.
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| Mask of Enchantment |
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This mask covers both the face and the head.
It consists of a crown made to look like gold, but fake, and a veil
made of heavy leather with holes for the eyes.
Abilities: This mask has the typical spell casting powers
as the other masks. Any charm-type spells, spells used to befriend
someone, cast by either the wearer or the mask are -4 to save. The
wearers CHA is considered to be a 19 when wearing the mask.
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| Mask of Alteration |
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This full face mask gives the appearance of a
bird of some sort. It has a long beak-like nose and the edges are
surrounded with multicolored feathers. The mask itself is a pale
yellow in color.
Abilities: This mask has the usual spell casting abilities
as the others. In addition this mask is very inquisitive by nature
and adept at the abilities of language. Each day the mask will pick
up the native language of the first individual of a different race
that the wielder comes across. This language comes across telepathically
to the wielder. The language fades as the wearer sleeps.
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