Skullcap of Abyssal Knowledge
Description:
The Skullcap of Abyssal Knowledge is an ornate headress made of a rough looking grey organic material that is similar in appearance and texture to sharkskin. It sits like a rounded hood on top of the head and has various bubble like icons stitched into it which glow with a deep blue when in contact with water.
It also contains a hole at the back, presumably for the dorsal fin of it's original owner, a Shark-like Triton found encased inside a bubble at the base of the Sodden Palm.
Stats:
The Skullcap of Abyssal Knowledge requires Attunement and confers the following benefits upon being attuned:
The Skullcap has 9 charges and regains 1d8+1 charges at midnight if submerged totally in water.
Abyssal Knowledge:
While wearing the Skullcap you can use an Action to expend one or more of the charges in order to cast one of the following spells without expending a spell slot.
Protection from the Depths (1 Charge)
Crushing Resonance (2 Charges)
Abyssal Strike (3 Charges)
Voliminal Weapon (4 Charges)
You may cast these spells whilst attuned using the Skullcap regardless of class limitation, and whilst attuned you may transcribe these spells into scrolls or copy them into Spell-books or appropriate Spell lists for individuals to use providing they meet the class requirement.
Dangers of the Abyss:
After the first time you cast a spell using the Skullcap your eyes will begin to glow a dark blue until you finish a long rest. If you cast three spells using the Skullcap your head starts leaking a thin black stream of black water from under the Skullcap, this counts as blood for the purposes of tracking or abilities that count blood and occurs even if the wearer doesn't normally have any.
In addition every time you cast a spell using the Skullcap you must make a DC12 Intelligence Saving Throw or your Intelligence stat is reduced by 2 until you finish a long rest as you trade knowledge for knowledge. This DC increases by 1 for each charge you expend to cast the spell.
Links to the Spells:
Protection from the Depths:
https://www.worldanvil.com/sheet/1213081/view
Crushing Resonance:
https://www.worldanvil.com/sheet/1213082/view
Abyssal Strike:
https://www.worldanvil.com/sheet/1213083/view
Voliminal Weapon:
https://www.worldanvil.com/sheet/1213084/view
Mechanics & Inner Workings
The inner working of the Skullcap are primarily a mystery, aside from the very obvious conclusion of "it's magical".
The effect it gives the user when worn as well as its unique abilities give the impression of some kind of communion or connection to something rather than originating the power itself.
What this communion could be with, creature, person, or well of elemental power, remains a mystery.
Manufacturing process
We don't know how the Skullcap was created.
History
The Skullcap was initially found adorning the head of a Shark-like Triton at the base of the Sodden Palm before the bubble surrounding him popped and he disintegrated, at which point the party picked it up.
Significance
As this was adorning the head of the Shark-like Triton it was likely part of his outfit, although the elaborate designs and impracticality of the item suggests it was more of a ritualistic thing rather than everyday wear.
Creation Date
???
Rarity
Uncommon- The Skullcap of Abyssal Knowledge is made of highly exotic materials and allows for abilities that would otherwise be impossible with most creatures understandings of the ways of magic.
However, that doesn't mean it's a particularly powerful version of this other understanding, with the effects it produces easily rivalled by Adept Mages, Hedge-Wizards, and other more common casters.
Weight
3lbs
Dimensions
Varies
Base Price
1,200GP
Raw materials & Components
The Skullcap looks to be crafted from some kind of organic material, upon inspection it both looks and feels similar to Sharkskin but the precise species of origin is unknown.
Tools
The Skullcap looks like it could be made by any talented tailor with the right materials, but once again the enchantment is outside of the understanding of any Mages, Wizards, or Casters from any existing magical institution.
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