This skull is larger than that of a human child, but smaller than that of the average adult, and is unnaturally rounded and compact. Its texture is unlike bone, possessing a sheen like porcelain, and delicate runework glows in faint, alternating green and red patterns along its surface.
An Archaean Skull is an artificial repository of arcane knowledge, designed to preserve advances in spellwork throughout the ages by the race of beings that once inhabited the Archaea. For those accomplished in arcane workings, the skull is also a semi-reliable source of arcane spells.
While attuned to and in possession of the skull, its wielder gains advantage on Arcana checks to obtain information about arcane workings.
The skull may be used as a focus for its holder's spells. While so using the skull, gain +1 to attack and damage rolls with cantrips.
Each day, the skull will consent to cast one of the following spells, of a level no higher than can be cast by its wielder. This particular skull is oriented toward fire spells, but skulls of other schools of magic are known to exist.
Casting a spell using the skull is an Action.
Burning Hands
Fireball
Elemental Weapon (Fire Only)
Wall of Fire
Conjure Elemental (Fire Elementals Only)
Investiture of Flame
The skull itself is sentient in a limited fashion, possessing a vague will that it asserts to further its purpose in preserving knowledge, and the ability to extend or withhold its powers in furtherance of that goal. The wielder of the skull can attempt to entice, cajole, or otherwise persuade the skull to cast one additional spell per day as an action. This requires a DC 30 persuasion check, reduced by 5 if the wielder is trained in Arcana, and reduced by an additional amount equal to the highest level of spell the wielder is able to cast. Failure prevents additional attempts until the following day. Failure by 10 or more results in the skull casting the requested spell in a manner hostile to its wielder and their allies.
If the wielder undertakes any action which destroys repositories of knowledge, such as burning a book, slaying a scholar, or secreting knowledge away where it cannot be used, the skull becomes inert for that character, refusing to cast spells for them again until a commensurate act of preservation is performed. Independent acts which serve to preserve knowledge may temporarily lower the persuasion DC to cast additional spells or soften the skull's response to a significant failure, at the DM's discretion.
Notes: Sorcerer, Wizard, Damage, Control, Combat
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