The Magic Item Alphabet!!- M- Mask of Ancient God of Fallen Civilizations

Mask of the Ancient God of Fallen Civilizations– This ceremonial mask was worn by the high priest of the God of Fallen Civilizations, who rules over history, death, and ruins.  The ceremonial mask has many strange and powerful properties.

Mask

While wearing the mask in a dungeon or ruin, the wearer always knows which way is north.  The wearer also has a 25% chance of understanding any written language they come across (while the mask is on only).

 

Once per day the wearer can speak the name of Ancient God of Fallen Civilizations and open the gateway to His power.  The user rolls 1d20 + level (max of 10) + Charisma modifier.

 

1– The user has angered the ancient god and is cursed with bad luck for 2d4 days.  They must make every roll twice and take the lower of the two.

2-11– The user hears the secrets of history whispered in their head, but cannot make sense of anything.

12-13– The user hears the whispers of the knowledge of the ancients and receives +2 to all Intelligence rolls.

14-17– The user hears the whispers of the knowledge of the ancients and receives +4 to all Intelligence rolls.

18-19– The user is able to speak the name of the Ancient God of Fallen Civilizations and bring 3d8 foes of 3 HD or less to their knees (targets receive a Will save, DC same as this roll).  Effect lasts for 1d3 rounds.

20-23– The user is able to speak the name of the Ancient God of Fallen Civilizations and bring 3d8 foes of 5 HD or less to their knees (targets receive a Will save, DC same as this roll).  Effect lasts for 1d6 rounds.

24-27– The user channels the decay of time into a target who must succeed a Fort save (DC same as this roll) or be aged 2d10 years.  Target suffers -2 to all rolls for 1d4 days regardless of save.

28-29– The user channels the decay of time into a target who must succeed a Fort save (DC same as this roll) or be aged 4d10 years.  Target suffers -4 to all rolls for 1d4 days regardless of save.

30-31– The user gains some leverage against death.  Should they fall to 0 HP, they are instantly revived for 3d8 HP.  This effect remains until consumed.  Should this be rolled again before the effect is used, treat the roll as 28-29.

32+– The user is able to cast cleric spells for 24 hours.  Treat caster level as you would a cleric of equal level.

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About wrathofzombie

I am a History major attending a community college until I can get more financial aid and attend a four year school. I am living in NJ with my girlfriend who is currently wrapping up on obtaining her PhD in Toxicology. I love Star Wars, Role-playing, video games, working out, reading, writing, and hanging with my girlfriend, dog (Perfect), and two kittens (Birch and Brambles). My main focus on this site will be my discussion of Role-playing games and ideas and hopefully contribute something worth a damn. View all posts by wrathofzombie

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