Majora's Mask (magic item)

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Wondrous item, artifact major

According to legend, this ancient and magical mask was used in arcane rituals of hexing and torture. Whether the mask was worn by the torturer or the tortured is ambiguous. The mask itself was capable of growing in power through both the physical and emotional pain of living creatures, and it is believed Majora itself was the sentient creation of this pain. When Majora itself grew too powerful, the ancient sorcerers who created the mask—or perhaps their descendants—sealed the fiend inside the mask they had created and forbade its use.
     Although Majora and its mask have reportedly been destroyed or sealed away several times throughout history, just as many times it has appeared again under mysterious circumstances. After all, here it is, yet again. There's no doubt the mask holds immense magical power, but at what cost?
     Instant Attunement. If you don this magic mask, you are attuned to it instantly. If you are already attuned to three magic items, your attunement breaks with one selected at random.
     Influenced Personality. The longer you wear this mask, the more you are drawn towards chaotic evil actions. Initially, you may be more interested in pranks, but after a week you may believe racial genocide would be fun. (How much this actually affects your role-playing is ultimately up to your DM and you.)
     Enhanced Guile. While wearing this mask, add your proficiency bonus to all ability checks using Arcana, Deception, or Persuasion; and to Wisdom saving throws. This feature can't add be used to add your proficiency bonus twice to any roll.
     Spellcasting. While wearing the mask, you gain innate spellcasting. Initially, you can cast only the first row of spells below, but each day at dusk you can cast spells from the following row of spells. These spells have DC 19, and +11 to hit with spell attacks. If you have the Spellcasting feature, these spells can also be cast with that feature as if you knew them. You cannot target the mask itself with any of these spells.
1st day (at will): death, hover, necrotic ray, thunderwave
2nd day (3/day each): beguile, bestow curse, darkvision, fireball
3rd day (2/day each): dominate, compulsion, invisibility, polymorph, Wizzro's blast
4th day (1/day each): dominate (cast at 13-points), haste, wave of obliteration, tornado
5th day (1/day each): bestow curse (cast at 13-points), true polymorph, true seeing
     Cursed. This mask is cursed, and it gradually gains greater control over its wearer—or its "host." Not even a wish spell can break this curse.
     While you wear this mask, no force other than you or the mask itself can remove it from you. Even forceful attempts to remove the mask would sooner peel the flesh from your face.
     If you ever attempt to remove this mask yourself or break attunement to it, you must make a Charisma saving throw. On a failed save, you are compelled to keep it on your face at least until the next dawn. The DC is initially 13, but increases by 1 for every failed save, and also increases every day at dusk. If the DC ever becomes so great that you cannot overcome it under normal circumstances (e.g., if you have a +5 modifier to Charisma saving throws, but the DC has increased to 26), the creature within the mask gains complete control over your mind and body.
     While Majora's Mask is controlling you, it can at any time use your action to reduce your heart points to 0, remove itself from your body, and transform into Majora. Only a true polymorph spell can permanently revert Majora back into Majora's Mask.


The material on this page is based primarily on content found in Majora's Mask, which is copyright Nintendo Co., Ltd.