Enchanted Masks of Illusion

by

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From: Thespian Emporium

Description: This set of three intricately crafted masks is a testament to Melodia’s dedication to the world of theater and performance. Each mask is made from a combination of lightweight but durable materials, such as silk, porcelain, and enchanted gemstones. The masks are adorned with delicate designs that reflect different emotions and acting styles, capturing the essence of the stage.

Lore: These masks were created by a reclusive illusionist who had a deep appreciation for the theatrical arts. Legend has it that the illusionist used these masks to enhance their performances, seamlessly blending magic and acting to captivate audiences. After the illusionist’s final, awe-inspiring performance, the masks disappeared, only to resurface in Melodia Stellis’ possession.

Tier One Stats:

  • Rarity: Uncommon
  • Enchantment: Each mask allows the wearer to cast a specific illusion spell once per rest.
    • Mask of Enigmatic Shadows: Casts the “Minor Illusion” spell.
    • Mask of Radiant Glamour: Casts the “Prestidigitation” spell.
    • Mask of Dramatic Emotion: Casts the “Friends” spell.

Cost: While Melodia treasures these masks, she recognizes their value in enhancing a performer’s abilities. She’s willing to barter them in exchange for the lost manuscript and the characters’ dedication to restoring the legendary play. The cost of obtaining these masks through the quest can be considered a fair exchange for the unique rewards they offer.

Tags: Illusion, Performance, Artistic, Enchanted, Theatrical, Mask-Set, Face-Wear, Cantrip-Item, Spell-Granting, Social-Influence, Utility-Magic, Storytelling-Aid, Charisma, Roleplaying-Aid, Illusionist-Made

Use:

  • Mask of Enigmatic Shadows: This mask allows the wearer to create minor illusions to enhance their storytelling and performances. It can create illusions of small objects, sounds, or visual effects that add an extra layer of depth to their acting.
  • Mask of Radiant Glamour: The wearer of this mask can use it to create dazzling visual effects, enhancing their appearance and capturing the attention of the audience. It’s perfect for creating dramatic entrances or adding flair to their performances.
  • Mask of Dramatic Emotion: This mask imbues the wearer with an aura of charm and charisma. It can be used to cast the “Friends” spell, allowing the wearer to sway the emotions of others and manipulate social situations in their favor.

These masks not only provide practical benefits during performances but also encourage characters to embrace their creative sides and experiment with different acting styles. The enchanted masks serve as a reminder of the magic that can be found in the performing arts, and they become a symbol of the characters’ journey through “The Lost Manuscript” quest.

Sensory and potential extra-sensory perceptions related to the Enchanted Masks of Illusion:

  • Sight (Visual Perception):
    • What is perceived: The masks’ visual appearance.
    • Description: The masks are intricately crafted from a combination of lightweight but durable materials like silk, porcelain, and enchanted gemstones. They are adorned with delicate designs reflecting different emotions and acting styles. There are three masks in a set.
    • Positives: Their beauty would enhance the wearer’s stage presence. The variety offers options for different roles.
    • Negatives: The detailed craftsmanship might make them fragile. Their ornate nature could draw attention outside of performances.
  • Touch (Tactile Perception):
    • What is perceived: The feel of the masks on the wearer’s face.
    • Description: The masks are described as lightweight, suggesting comfort. The different materials might offer varying textures (smooth porcelain, soft silk).
    • Positives: Comfort is crucial for extended performances. The lightweight nature prevents them from being cumbersome.
    • Negatives: The potential fragility of the materials could make them prone to damage with frequent handling.
  • Sound (Auditory Perception):
    • What is perceived: Sounds produced by the masks themselves.
    • Description: The masks are unlikely to produce any significant sound, unless deliberately moved or tapped.
    • Positives: Silence ensures they don’t interfere with the performance.
    • Negatives: No auditory feedback regarding their magical activation.
  • Smell (Olfactory Perception):
    • What is perceived: Any scent associated with the masks.
    • Description: The masks are likely odorless, or perhaps have a faint scent of the materials used.
    • Positives: Lack of odor prevents any distracting scents.
    • Negatives: They don’t contribute any scent to the performance.
  • Taste (Gustatory Perception):
    • What is perceived: The taste of the masks (an improbable scenario).
    • Description: Tasting the masks is not their intended purpose.
    • Positives: N/A
    • Negatives: Tasting them is irrelevant and potentially unhygienic.
  • Extra-Sensory Perceptions (Related to their Magical Abilities):
    • Illusion Casting (Magical Effect):
      • What is perceived: The ability to cast illusion spells.
      • Description: Each mask grants the ability to cast a specific illusion spell once per rest. This is not strictly a sense, but a magical manipulation of reality.
      • Positives: Adds versatility to a performance, allows manipulation of the audience, provides tools for problem-solving.
      • Negatives: Limited to one use per rest. Spells have specific limitations (range, duration, etc.).
    • Emotional Aura (Mask of Dramatic Emotion):
      • What is perceived: An aura of charm and charisma projected by the wearer of this mask.
      • Description: This mask grants the ability to cast the Friends spell, suggesting an enhanced ability to sway emotions. The wearer might feel more persuasive, or perceive subtle changes in the reactions of others.
      • Positives: Improves social interactions, aids in persuasion and deception.
      • Negatives: Relies on a spell with specific rules. May not work on all creatures. Can be ethically questionable.
    • Enhanced Perception (Audience):
      • What is perceived: The impact on the audience’s perceptions.
      • Description: The masks are designed to “captivate audiences,” suggesting they subtly alter how the audience perceives the performer and the performance.
      • Positives: Can lead to stronger emotional responses from the audience and allows the performer to control the perception of their persona in complex ways
      • Negatives: The manipulation may go unnoticed. The effect is heavily reliant on the skill of the performer.

Recipe: The Thespian’s Illusory Trio — This recipe details the intricate process of crafting a set of three enchanted masks, each designed for theatrical performance and imbued with a specific, minor illusionary cantrip. The creation requires significant artistic talent combined with precise enchanting skills.

  • Materials Needed (Provides for the set of three):
    • Enchanted Porcelain Clay: 1 block (sufficient for three lightweight masks). This clay is sourced from regions with high ambient magic, making it receptive to enchantment.
    • Masterwork Theatrical Pigment Set: High-quality, vibrant pigments suitable for fine detail work on porcelain. Includes base colours, metallics (gold/silver effect), and accent colours.
    • Crushed Gemstone Assortment: Small quantities (approx. 0.25 oz each) of finely crushed Quartz (clear), Amethyst, Garnet, and Rose Quartz for adding sparkle and subtle magical resonance to paint mixtures.
    • Focal Gemstones:
      • 1 small, polished Smoky Quartz cabochon (for Mask of Enigmatic Shadows).
      • 1 small, faceted Clear Quartz crystal (for Mask of Radiant Glamour).
      • 1 small, smooth Hematite bead (for Mask of Dramatic Emotion).
    • Enchantment Reagents:
      • For Minor Illusion: 1 pinch of Mothwing Scales (from Illusionist Moths), 1 drop of Solidified Echo Resin.
      • For Prestidigitation: 1 pinch of Prism Powder (ground Fyre Opal), 1 drop of Distilled Fey Glee.
      • For Friends: 1 drop of Empathy Bloom Tincture, 1 pinch of Lodestone Dust.
    • Arcane Varnish: 1 small pot of clear, quick-drying varnish pre-mixed with basic stabilizing enchantments to seal both paint and magic.
    • Silk Lining & Ribbons: Soft silk fabric for lining the inside of the masks for comfort, and durable silk ribbons for securing them.
  • Tools Required:
    • Sculptor’s Toolkit: Various fine tools for shaping, smoothing, and detailing porcelain clay (loops, ribs, knives, sponges).
    • Magic-Infused Kiln: A kiln capable of reaching temperatures needed for porcelain, utilizing magical heat sources for precise control and minimizing mundane impurities.
    • Artist’s Fine Brush Set: High-quality brushes suitable for detailed painting on curved surfaces.
    • Alchemist’s Mortar & Pestle: Made of non-reactive material (e.g., marble, enchanted glass) for grinding reagents.
    • Enchanter’s Imbuing Station: A dedicated space with tools for focusing mana, possibly including a small crystal focus, resonance bowls, or an arcane circle setup.
    • Protective Gear: Gloves and mask for handling fine powders and pigments.
  • Skill Requirements:
    • Master Artisan (Sculpting & Painting): High degree of skill in creating expressive forms from clay and applying intricate painted details. Requires an eye for theatrical design.
    • Enchanting (Tier 1 Attunement, Illusion & Charm Focus): Ability to handle minor magical reagents and imbue items with specific cantrip-level effects (once per rest frequency). Requires focus and control.
    • Alchemy (Basic Reagent Handling): Knowledge needed to safely grind, mix, and prepare the enchantment reagents without degrading their properties.
    • Lore (Theatrical Arts – Optional but helpful): Understanding different acting styles and mask traditions can inform the design.
  • Crafting Steps:
    • Design Phase: Create detailed sketches for the three masks: Enigmatic Shadows (perhaps mysterious, neutral, subtly shifting expression), Radiant Glamour (beautiful, striking, designed to catch the light), and Dramatic Emotion (charming, inviting, perhaps slightly exaggerated expression).
    • Sculpting the Masks: Using the Enchanted Porcelain Clay and sculpting tools, carefully shape each mask according to its design. Pay close attention to achieving a lightweight structure, comfortable fit, and expressive features. Ensure small, discreet recesses are included for embedding the focal gemstones later.
    • Kiln Firing: Once the clay masks are perfectly formed and dried, fire them in the Magic-Infused Kiln following precise temperature curves suitable for enchanted porcelain. Allow them to cool completely.
    • Surface Priming & Base Coating: Prepare the fired porcelain surfaces. Apply base coats of appropriate Theatrical Pigments to each mask.
    • Reagent Preparation: While base coats dry, carefully prepare the enchantment reagents using the Mortar & Pestle: crush Mothwing Scales, Prism Powder, and Lodestone Dust separately. Keep reagents distinct for each mask.
    • Detailed Painting & Adornment: Apply detailed colours, patterns, and shading to bring each mask’s character to life. Mix crushed gemstones (Quartz, Amethyst, Garnet) into specific paint layers or apply them with a binder for subtle sparkle.
    • Enchantment Imbuement (One Mask at a Time at Imbuing Station):
      • Mask of Enigmatic Shadows: Securely embed the Smoky Quartz cabochon. Mix the Mothwing Scales and Solidified Echo Resin into a small amount of Arcane Varnish. Apply this mixture near the focal gem. Channel mana, focusing intently on the Minor Illusion cantrip effect (sight/sound manipulation), binding it to the mask, limited to once per rest.
      • Mask of Radiant Glamour: Securely embed the Clear Quartz crystal. Mix the Prism Powder and Distilled Fey Glee into varnish. Apply near the focal gem. Channel mana, focusing on the versatile effects of the Prestidigitation cantrip (minor sensory effects, cleaning, sparks, etc.), binding it, limited to once per rest.
      • Mask of Dramatic Emotion: Securely embed the Hematite bead. Mix the Lodestone Dust and Empathy Bloom Tincture into varnish. Apply near the focal gem. Channel mana, focusing on the temporary charming effect of the Friends cantrip, binding it, limited to once per rest.
    • Final Varnishing & Finishing: Once enchantments are stable, apply a thin, even coat of Arcane Varnish over the entire painted surface of each mask to protect the artwork and seal the magic. Once dry, carefully line the inside of each mask with soft silk for comfort and attach durable silk ribbons for wearing.
    • Testing: The crafter should briefly wear each mask and attempt to mentally trigger its specific cantrip effect to ensure the enchantment is functional.

The Thespian’s Illusory Trio is now complete, a set of tools ready to enhance performance through both artistry and subtle magic.

Three Faces of the Hidden Player

Hear now this fragmented tale, a story old like mountains, carried across the wide river of time on the leaky boat of memory. The words used here are poor clothes for the story’s body, borrowed from a tongue long turned to dust, spoken in the world of Saṃsāra when things were… different. This is the telling of the face-covers of seeming, and the one who made them unseen.

There was, in that far-ago epoch, a man who lived apart from others. Not in anger, not in fear, but perhaps in shyness, or because his thoughts moved on paths others did not walk. He was a master of illusions, a shaper of what-is-not. Yet, he held a deep fondness, a secret love, for the places of play-acting, the stages where men and women put on painted face-covers and became, for a short while, heroes or villains, kings or fools. He watched how they moved, how they spoke words not their own, how they made the watchers laugh and weep for things not truly happening. He saw a kind of truth in their managed falsehood, a way to show the heart-feelings big and bright.

His own magic, the magic of seeming, was often used for hiding, for tricking, for making things seem less than they were. The stage magic, it seemed to him, made things more. He felt a yearning to join these two magics. He wished to give the players tools, small magics they could wear, faces that held a seeming within them, to help them show the inner truth even more strongly.

So, in his quiet place – a hidden room, maybe, or a deep grove where strange lights flickered – he began to work. He gathered special things. Porcelain clay, some say, mixed with the dust of dreams. Silks coloured with the hues of impossible sunsets. Gemstones that held echoes of laughter, sighs, or whispers caught on the wind. With patient hands and secret arts, he shaped three face-covers. Not just shaped, but breathed a sort of life into them, a small magic sleeping behind the eyes.

The First Face, it was perhaps like calm water, holding depths. Its expression was… waiting. Hidden. A player wearing this face could make a whisper seem to come from nowhere, or a shadow stretch unnaturally long, or a small, needed object appear in their hand as if by thought alone. It was a face for telling secrets, for building fear, for the quiet moment before the shocking reveal. (This, maybe, the Mask of Enigmatic Shadows).

The Second Face, it shone. Bright, bold, perhaps touched with gold or shining crystal. Its expression was grand, maybe a perfect smile, maybe a noble gaze. A player wearing this face could make their costume suddenly gleam bright and clean, or conjure harmless, dazzling sparks around them, or make unheard music swell for their entrance. It was a face for heroes, for joyous declarations, for moments of pure, wondrous spectacle. (This, maybe, the Mask of Radiant Glamour).

The Third Face, it seemed to draw you in. Its expression was warm, perhaps kind, perhaps a little cunning beneath the kindness. It invited trust. A player wearing this face found their voice held more sway, could make an audience lean closer, could make another player in the scene feel a sudden, brief kinship or unease, as needed. It was a face for persuasion, for heartfelt pleas, for making the audience feel the emotion alongside the player. (This, maybe, the Mask of Dramatic Emotion).

The Hidden Player, it is told, did not keep these faces. He gave them, or perhaps lent them secretly, to players whose art he respected, whose hearts seemed true to the stage. And the plays became… more than plays. When the players donned these masks, the small magics flowed with their acting, not as separate tricks, but as part of the performance, enhancing the emotion, the story, the wonder. Audiences spoke of plays that felt truer than life itself. The masks became things of legend among the theatre folk.

Yet, the maker remained unseen. He attended the plays, some say, standing always in the deepest shadows at the back, a silent observer. Perhaps he smiled, seeing his hidden art work its magic upon the feelings of others.

Then came the time of his own last act. Not upon a stage of wood and paint. The stories diverge, like paths in mist. Some say he recalled the three masks to him. That he went to a high, lonely place, a cliff overlooking the world. There, under the moon and stars he loved, he performed a final, solitary play for the uncaring sky. He wore the First Face, showing the world its hidden aspects. He wore the Second Face, showing its fleeting moments of glamour. He wore the Third Face, showing its complex heart. Then… he vanished. Completely. Like a perfect illusion, leaving no trace.

The masks vanished with him. For ages, they were only a story, the lost treasures of the Hidden Player. Seekers searched, finding nothing but dust and rumour. Much time passed. Then, somehow, the masks returned to the world. Did someone find them in a forgotten ruin? Did they simply reappear, placed gently in a dusty shop corner by an unseen hand? They came into the keeping of one named Melodia, one who, like the first maker, held a deep love for performance, for stars, for the magic of seeming. Why did they return? The old words do not say clearly. Perhaps such things have their own lives, their own cycles. Perhaps they sleep, and wake only when the world has need of their particular magic once more, when new stories need help to show their heart-feelings big and bright.

Moral: The greatest magic may be that which helps reveal truth, even through illusion; and like the best performers, true power often knows when to exit the stage gracefully.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Masks of the Phantom Player (Set of 3)

  • Description: A set of three exquisitely crafted masks of porcelain and silk, likely originating from decadent European theatre circles or more esoteric artistic cults. Each mask depicts a different stylized expression and emanates a faint, unsettling aura. Wearing one feels strangely natural, subtly influencing the wearer’s own expressions.
  • Game Mechanics: Each mask can be used once per day (or per game session, at Keeper’s discretion). Activating a mask requires wearing it and typically takes 1 Action.
    • Mask of Whispers (Enigmatic Shadows):
      • Cost: 1 Magic Point (MP).
      • Effect: Allows the user to create a minor illusionary image (up to the size of a small suitcase) or sound (equivalent to a shout) within 10 yards, lasting up to 1 minute. Requires concentration. Useful for distractions or artistic flair. Using it to deliberately frighten someone might require a SAN roll (0/1).
    • Mask of Ephemera (Radiant Glamour):
      • Cost: 1 Magic Point (MP).
      • Effect: Creates one minor, harmless sensory effect: Instantly clean or soil a small object; chill, warm, or flavor nonliving material; create a color, spark, or symbol on a surface (lasts 1 hour); create a nonmagical trinket in hand (lasts 1 hour). Primarily useful for minor conveniences or adding subtle flair.
    • Mask of False Familiarity (Dramatic Emotion):
      • Cost: 2 Magic Points (MP) and a Sanity roll (1/1d3 loss).
      • Effect: Target one humanoid within speaking distance who can see you. They must succeed on an opposed POW roll or regard you as a trusted friend for 1 minute. They are charmed and view your words favorably. When the effect ends, the target automatically realizes they were magically manipulated and becomes hostile or deeply suspicious towards the wearer (imposing disadvantage/penalty die on future social interactions, potentially leading to immediate confrontation).

Blades in the Dark

The Illusionist’s Visages (Set of 3)

  • Description: Three lightweight, porcelain-and-silk masks, masterpieces of theatrical craft possibly touched by the ghost field or infused with pre-cataclysm secrets. Each has a distinct persona: one shadowed and neutral, one bright and dazzling, one warmly inviting yet subtly cunning.
  • Game Mechanics: Each mask provides a specific ability. Using a mask’s active ability typically costs Stress or has limited uses.
    • Shadow Mask:
      • Cost: Suffer 1 Stress.
      • Effect: Create a minor illusory image or sound for a few moments. This is perfect for creating a distraction, covering a sound, or adding flair. Can be used to set up an advantage for another character or yourself (e.g., +1d to a Prowl roll made immediately after creating a distracting sound).
    • Glamour Mask:
      • Cost: 0 Stress (or 1 Stress for a more significant effect).
      • Effect: Perform a minor magical flourish: clean your clothes instantly, create harmless sensory effects (sparks, scents, faint music), briefly change the color of small items. Primarily used for style and narrative positioning, especially when trying to Sway or Command with flair. A more significant effect (like a noticeable illusionary costume change for a moment) might cost 1 Stress.
    • Honeyed Tongue Mask:
      • Cost: Suffer 1 Stress before making a social roll.
      • Effect: Gain Potency on one Sway or Command action targeting a single individual as the mask subtly charms them. However, the effect is superficial; the target may become suspicious later, or hostile if they feel overtly manipulated. The GM might start a clock representing this growing suspicion or introduce it as a consequence on a partial success or failure.

Dungeons & Dragons (5th Edition)

Enchanted Masks of Illusion (Set of 3)

  • Wondrous item, uncommon (requires attunement)
  • Description: This set consists of three intricately crafted masks made from silk, porcelain, and enchanted gemstones, each reflecting a different theatrical style. Attuning to one mask attunes you to the set, allowing you to switch between them, but you can only gain the benefit of one mask at a time (the one currently worn).
  • Game Mechanics: While wearing one of these masks, you gain the ability to cast a specific cantrip using that mask as a spellcasting focus (replacing material components and potentially somatic/verbal if the mask covers the mouth and allows expressions). This property can be used once per mask per long rest. The casting time is the spell’s standard casting time (typically 1 Action).
    • Mask of Enigmatic Shadows: Allows you to cast the Minor Illusion cantrip once per long rest.
    • Mask of Radiant Glamour: Allows you to cast the Prestidigitation cantrip once per long rest.
    • Mask of Dramatic Emotion: Allows you to cast the Friends cantrip once per long rest.

Knave (2nd Edition)

Player’s Three Faces (Set of 3)

  • Description: A set of three lightweight masks, expertly crafted. One is shadowed and neutral, another bright and expressive, the third subtly charming. Each feels slightly magical to the touch. Each mask takes up 1 inventory slot.
  • Game Mechanics: Each mask can be used once per day. Activating a mask requires wearing it and takes 1 Action.
    • Shadow-Visage:
      • Effect: Create a minor visual or auditory illusion (e.g., a small object, a brief sound) within 10 feet. The illusion lasts up to 1 minute but cannot move and is obviously unreal upon inspection. Requires a successful WIS save (DC 12) to activate without minor side effects (like a faint accompanying hum or visual shimmer).
    • Glimmer-Visage:
      • Effect: Perform one simple magical trick: Clean or soil an object up to 1 cubic foot; chill, warm, or flavor nonliving material; create a harmless sensory effect (spark, puff of wind, faint musical note); make a small mark or symbol appear on an object/surface (lasts 1 hour); create a nonmagical trinket in your hand (lasts 1 hour).
    • Friend-Visage:
      • Effect: Target one humanoid within 5 feet who can see you. The target must succeed on a WIS save (DC 12) or be charmed by you for 1 minute. While charmed, they regard you as a friendly acquaintance. When the effect ends, the target knows they were magically influenced and becomes hostile or suspicious. Using this mask may impose a temporary -1 penalty to the wearer’s CHA defense for 1 hour due to psychic feedback (GM discretion).

Fate Core / Fate Condensed

The Player’s Masks (Set of 3)

  • Description: A set of three masterfully crafted masks suitable for theatrical performance. Each is lightweight, made perhaps of fine wood or treated fabric, and painted to represent a distinct archetype: one evokes mystery, another subtle wonders, and the third a captivating charm.
  • Game Mechanics:
    • This set grants the character the following Stunt (if found together) or potentially represents three separate item Stunts if found individually:
      • Visages of the Stage: You possess three masks, each with a unique minor power usable once per session. You must be wearing the appropriate mask to use its power.
        • Mask of Whispers: Activate to create a minor illusionary image or sound (no larger than a person, lasting only a moment or as long as you concentrate). Use this to Create an Advantage based on distraction or misdirection, or potentially Overcome an obstacle using Deceive or Stealth.
        • Mask of Flourishes: Activate to perform a minor magical trick akin to Prestidigitation (clean or soil an item, create a harmless sensory effect like sparks or scents, make a small object appear briefly). Primarily used for narrative flair, but could be used creatively to Create Advantage (e.g., presenting a dramatically clean document using Rapport or Crafts).
        • Mask of Kindred Souls: Activate when initiating a social interaction with someone. Gain a +2 bonus to your first action using Rapport or Deceive against that specific target during the interaction, as the mask projects an aura of fleeting charm. The target might become vaguely suspicious afterwards, especially if the interaction benefits you significantly.

Numenera / Cypher System

Thespian’s Visage Cyphers (Set of 3)

  • Description: These appear as three intricately designed masks, possibly made of synth-silk composites or lightweight sculpted polymers. Each feels slightly warm and resonates with low-level energy. They are typically found together, remnants of some forgotten performance art or illusion technology.
  • Game Mechanics: These function as individual Cyphers.
    • Visage of Phantoms:
      • Level: 1d6 (Typically Level 2)
      • Wearable: Mask form factor.
      • Effect: When activated (an action), creates a static visual illusion (up to human-sized) or a distinct sound (up to the volume of a shout) originating from a point within Short range. The illusion lasts for a number of minutes equal to the cypher level. It does not hold up to physical interaction and is obviously illusory if touched or closely inspected.
    • Visage of Subtleties:
      • Level: 1d6 (Typically Level 2)
      • Wearable: Mask form factor.
      • Effect: When activated (an action), performs one minor magical effect: Instantly clean or soil an object up to 1m square; chill, warm, or flavor up to 1 cubic meter of nonliving material; create a non-damaging sensory effect (shower of sparks, puff of smoke, strange scent); make a small illusory mark or symbol appear on a surface (lasts Level hours); create a non-functional, mundane trinket in your hand (lasts Level hours).
    • Visage of Fleeting Friendship:
      • Level: 1d6 (Typically Level 3)
      • Wearable: Mask form factor.
      • Effect: When activated (an action), target one creature within Immediate range who can see the mask. The target must succeed on an Intellect defense task (difficulty = cypher level) or perceive the wearer as a trusted friend or appealing acquaintance for one minute. The target will act accordingly but will not obey harmful commands. After the duration expires, the target is aware they were influenced, and their disposition toward the wearer worsens by one step.

Pathfinder (2nd Edition)

Illusionist’s Mask Set (Set of 3 Items)

  • Description: This set includes three distinct masks, each crafted with artistic flair from lightweight materials like treated wood or porcelain, suitable for performance. One mask is enigmatic (Subtle Scenes), one dazzling (Minor Marvels), and one subtly inviting (Brief Bonhomie). While found as a set, each functions as a separate magical item requiring investment.
  • Game Mechanics: Each mask below is a separate item, typically found together.
    • Mask of Subtle Scenes Item 2 Magical, Illusion, Invested Price 30 gp; Usage worn mask; Bulk L Activation [one-action] command, envision; Frequency once per day; Effect You cast the Minor Illusion cantrip. While worn, the mask provides somatic and verbal components for this spell.
    • Mask of Minor Marvels Item 2 Magical, Evocation, Invested Price 30 gp; Usage worn mask; Bulk L Activation [one-action] command, envision; Frequency once per day; Effect You cast the Prestidigitation cantrip. While worn, the mask provides somatic and verbal components for this spell.
    • Mask of Brief Bonhomie Item 2 Magical, Enchantment, Invested Price 35 gp; Usage worn mask; Bulk L Activation [one-action] command, envision; Frequency once per day; Effect You cast the Friends cantrip. While worn, the mask provides somatic and verbal components for this spell. Remember the target becomes hostile after the spell ends.

Savage Worlds (Adventure Edition – SWADE)

Performer’s Masks (Set of 3)

  • Description: A trio of well-crafted theatrical masks made from durable but light materials. One is neutral and shadowy, one bright and ostentatious, one has a subtly charming expression. Each feels faintly magical.
  • Game Mechanics: Each mask provides a distinct benefit while worn. A character can likely only benefit from one mask at a time.
    • Shadow Play Mask:
      • Effect: Once per game session, as an action, the wearer can create a minor visual or auditory illusion (roughly person-sized image, or sound up to a shout) within 12″ (24 yards). The illusion is static and lasts for 1 minute or until actively disbelieved (requires Notice roll vs wearer’s Spirit). Useful for creating distractions (potential +1 or +2 on a relevant Test targeting an opponent) or narrative effects.
    • Stagecraft Mask:
      • Effect: The wearer can perform minor magical tricks at will as if they had the Wizard Edge specifically for Prestidigitation-like effects (cleaning/soiling items, creating sparks or scents, making small objects briefly appear/disappear). These are mostly for flavor but, once per session, can be used creatively to provide a +1 bonus to a relevant Trait roll (e.g., cleaning incriminating evidence aiding Stealth, creating a dazzling effect aiding Performance).
    • Charm Mask:
      • Effect: Once per game session, when initiating a conversation or performance aimed at influencing someone, the wearer can activate the mask’s charm (free action). Make an immediate opposed Spirit roll against the target. If the wearer succeeds, they gain a +2 bonus on their first Persuasion, Performance, or Taunt roll made against that target within the next minute. If the wearer fails the opposed Spirit roll, the target feels manipulated and the wearer suffers a -1 penalty to those rolls instead.

Shadowrun (6th World)

Thespian’s Persona Kit (Set of 3 Foci)

  • Description: A set of three masks crafted from advanced polymers and lightweight alloys, inlaid with circuitry or finely carved foci patterns. Each is designed for performance: one subtly enhances illusions, another provides minor practical effects, and the third aids social manipulation. Requires bonding to function as foci.
  • Game Mechanics: Each mask functions as a Rating 1 Focus and requires bonding (2 Karma each). While bonded and worn, each provides a specific benefit:
    • Veil of Whispers (Mask of Enigmatic Shadows):
      • Type: Magic Focus; Category: Illusion
      • Effect: Allows the bonded user to cast a Force 1 [Minor Physical Illusion Spell, e.g., Trid Phantasm adjusted] once per day without needing to make a Spellcasting test or resist Drain. The illusion lasts for (Magic) minutes and must fit within a 1-meter cube.
    • Veil of Glamour (Mask of Radiant Glamour):
      • Type: Magic Focus; Category: Manipulation
      • Effect: Allows the bonded user to create minor magical effects akin to low-force Manipulation spells (e.g., instantly clean/soil small items, create harmless sensory effects like sparks or scents, momentarily change object colors) up to three times per day. These effects are minor and require no test or Drain.
    • Veil of False Friendship (Mask of Dramatic Emotion):
      • Type: Magic Focus; Category: Manipulation
      • Effect: Allows the bonded user to cast a Force 1 [Minor Manipulation Spell, e.g., Influence] targeting one individual once per day without needing to make a Spellcasting test or resist Drain. The target resists with Willpower + Logic [Mental]. If successful, the target regards the user more favorably for (Magic x 2) minutes but becomes aware of the manipulation and hostile afterward.
  • Availability/Cost: Each Rating 1 Focus might have Availability 4R, Cost ~3,000¥.

Starfinder Roleplaying Game

Performer’s Mask Kit (Set of 3 Items)

  • Description: This kit contains three technologically advanced or subtly magical masks designed for performers. One creates minor illusions (Echo Mask), one generates small special effects (Sparkle Mask), and one enhances social interactions (Charm Mask).
  • Game Mechanics: Each mask is a separate Level 2 Wondrous Item (worn, typically replacing other headwear benefits), Bulk L, Price ~750 credits each.
    • Echo Mask:
      • Effect: While wearing this mask, you can cast the Ghost Sound cantrip at will. As an action, you can also cast Minor Image (as the 0-level spell, creating a visual figment) three times per day.
    • Sparkle Mask:
      • Effect: While wearing this mask, you can cast the Spark cantrip at will. As an action, you can also cast Token Spell three times per day, allowing you to create minor, harmless sensory effects or trinkets as described by that spell.
    • Charm Mask:
      • Effect: While wearing this mask, once per day as a standard action, you can cast Charm Person (as the 1st-level mystic spell, Will save DC 12 negates).

Traveller (Mongoose 2nd Edition)

Theatrical Effects Masks (Set of 3 Devices)

  • Description: A set of three masks incorporating micro-technology for stage effects. Likely TL 11-12 prototypes or custom builds. One creates sounds/images, one handles minor effects, one aids persuasion.
  • Game Mechanics: Each mask requires power (internal battery, typically 10 charges total capacity between them if found as a set, or individual power cells).
    • Sonic/Holo Mask:
      • TL: 11; Skill: Electronics (comms); Weight: 0.1 kg; Cost: Cr 1,500
      • Effect: Activation (Minor action). Make an Average (8+) Electronics (comms) check. Success creates a brief (1 round) sound up to normal speaking volume OR a tiny (5cm cube), static holographic image lasting 1 minute. Uses 1 charge per activation attempt. 5 charge capacity.
    • Utility Effects Mask:
      • TL: 11; Skill: Electronics (sensors); Weight: 0.1 kg; Cost: Cr 1,000
      • Effect: Activation (Minor action). Choose one effect: Clean/soil a small area (10cm sq); create small sparks; emit faint odour; project tiny light beam (penlight intensity). Uses 1 charge per activation. 10 charge capacity.
    • Persuasion Mask:
      • TL: 12; Skill: Deception or Electronics (computers); Weight: 0.1 kg; Cost: Cr 4,000
      • Effect: Activation (Passive field for 1 minute after activation action). Make an Average (8+) Deception check (to subtly use light/pheromones) or Electronics (computers) check (to utilize hypnotic patterns). Success grants DM +1 on the user’s next Interaction skill check (Persuade, Deception, Diplomat, Steward) made against one target within close range during that minute. The target might become suspicious afterwards (GM discretion). Uses 2 charges per activation attempt. 6 charge capacity. Restricted Item.

Warhammer Fantasy Roleplay (4th Edition)

Guild Artisan’s Masks (Set of 3)

  • Description: A set of three well-made masks crafted in the style favoured by theatrical guilds, possibly originating from Altdorf or Nuln. Each is subtly enchanted: one for minor illusions, one for small effects, one for influencing others. They feel normal but might unnerve those sensitive to magic.
  • Game Mechanics: Each mask provides a benefit while worn. Only one mask’s benefit can typically be used at a time.
    • Player’s Shadow Mask:
      • Effect: Grants the wearer knowledge of the Ghostly Sound Petty Magic spell (WFRP Core Rulebook, p. 261). While wearing the mask, they may cast this spell once per hour without needing to make a Channelling Test and without risk of Miscast (though using magic might still attract unwanted attention). Requires the expenditure of an Action.
    • Player’s Glamour Mask:
      • Effect: Grants the wearer knowledge of the Dazzle Petty Magic spell (WFRP Core Rulebook, p. 260). While wearing the mask, they may cast this spell once per hour without needing to make a Channelling Test and without risk of Miscast. Requires the expenditure of an Action.
    • Player’s Charm Mask:
      • Effect: Once per day, when making a Charm or Gossip Test, the wearer may activate the mask’s subtle enchantment (declare before rolling). If the Test is successful, they gain an additional +1 Success Level (+1 SL) due to the mask’s influence. Fumbling this Test might invoke the GM’s displeasure or risk 1 Minor Corruption point due to manipulating emotions unnaturally.