Aetheric Condenser

From: Obsidian Alchemists Conclave

Lore: The origins of the Aetheric Condenser can be traced back to an ancient civilization that flourished in a distant era. The civilization was known for its mastery of harnessing the raw energies of the cosmos. The device was discovered in the ruins of this ancient civilization by the alchemists of the Obsidian Alchemist’s Conclave during one of their ambitious expeditions.

Upon unlocking the secrets of the Aetheric Condenser, the alchemists realized its potential as a boundless energy source. It draws ambient aetheric energy from the very fabric of the world, converting it into a potent and mysterious force that can be used to power various alchemical machines and fuel their experiments. The Conclave considered the device an invaluable asset, enhancing their capabilities and furthering their pursuit of alchemical mastery.

Description: The Aetheric Condenser stands as a towering structure, resembling a blend of a telescope and a lightning rod. Its main frame is constructed of dark iron, adorned with engravings representing the convergence of aetheric energies. At the top, an intricate array of crystal lenses and prisms collects and concentrates ambient aether.

Purpose: The primary purpose of the Aetheric Condenser is to harvest and store aetheric energy. This potent and elusive energy source is utilized by the alchemists to power various alchemical machines and experiments. Aether possesses unique properties that enhance alchemical reactions and enables the creation of potent elixirs and potions beyond the capabilities of ordinary alchemy.

Stats:

  • Size: The Aetheric Condenser stands at approximately 12 feet tall, with the diameter of its base reaching 5 feet.
  • Color: The device is mainly constructed of dark iron, and the array of crystal lenses glisten with a soft, iridescent glow.
  • Shape: It has a cylindrical body, tapering towards the top, where the crystal lenses are positioned.
  • Sound: When the Aetheric Condenser is in operation, it emits a low, resonating hum, as the concentrated aetheric energy swirls and courses within its core.
  • Requirements: The construction and maintenance of the Aetheric Condenser require advanced alchemical knowledge and expertise in handling aetheric energies. The alchemists of the Obsidian Conclave are the sole keepers of the intricate rituals and techniques needed to create and operate the device.
  • Tags: Aetheric, Alchemical, Energy, Ancient, Power, Cosmic, Mystical, Prismatic, Resonant, Arcane, Forbidden, Radiant, Conduit

Cost and Where to Obtain: The Aetheric Condenser is not an item that can be obtained through regular commerce. It is an irreplaceable artifact exclusively owned and guarded by the Obsidian Alchemist’s Conclave. The secrets of constructing such a device are a closely guarded secret within the conclave, and even those alchemists who possess the knowledge are carefully monitored in their work.

Environment and Usage: The Aetheric Condenser is situated in a specially constructed chamber within the Obsidian Alchemist’s Conclave known as the Aetherium Chamber. The chamber is carefully insulated to contain and protect the potent aetheric energies harnessed by the device. Access to the Aetherium Chamber is strictly controlled, and only the most trusted and skilled alchemists are allowed to work with the Aetheric Condenser.

The results of utilizing the aetheric energy harvested by the condenser are awe-inspiring. The alchemists use this potent energy source to power various alchemical machines and complex experiments that would be unattainable with conventional means. The concentrated aether enhances the efficiency and efficacy of their alchemical reactions, enabling them to produce elixirs, potions, and artifacts of unparalleled potency and mystical attributes.

The Aetheric Condenser is an essential and captivating element of the Obsidian Alchemist’s Conclave, representing the mastery of harnessing aetheric energies for alchemical endeavors. It offers countless possibilities for storytelling and adventure, as adventurers seek to unravel the secrets of the ancient civilization that first created the device and the consequences of manipulating such potent energies within the world of Saṃsāra.

Chronicle of the Skyspire’s Heart

Long ago, in an epoch veiled by the mists of time, when the world of Saṃsāra was but a nascent tapestry woven by the hands of the gods, there existed a civilization known as the Lumisari. They were a people of boundless curiosity, their minds alight with the desire to unravel the mysteries of the cosmos. The Lumisari dwelt in a sprawling city called Aetherion, nestled within a valley where the skies shimmered with ribbons of celestial light. Their towers of polished stone reached toward the heavens, and their forges burned with a fire that was not of this world, fueled by the raw essence of the aether.

The Lumisari were masters of harnessing the energies that flowed between the planes of existence. They believed that the aether, an invisible force that permeated all things, was the breath of the gods themselves. To them, it was a sacred gift, a wellspring of power that could be shaped and directed to bring prosperity to their people. At the heart of Aetherion stood their greatest creation, a towering structure they called the Skyspire’s Heart. It was a marvel of craftsmanship, forged from the darkest iron drawn from the depths of the earth, its surface etched with intricate patterns that mirrored the swirling currents of the aether. At its apex, an array of crystalline lenses, cut from gems that glowed with an inner light, captured the ambient energies of the cosmos and focused them into a pulsating core.

The Skyspire’s Heart was not merely a tool; it was a monument to the Lumisari’s ambition. Its purpose was to draw forth the aether and store it, transforming the elusive energy into a force that could power their machines and illuminate their city. With it, they crafted artifacts of wondrous power—lamps that burned without fuel, machines that moved without steam, and elixirs that could heal the gravest of wounds. The hum of the Skyspire’s Heart became the heartbeat of Aetherion, a resonant song that echoed through the streets and filled the people with pride. Under its influence, the Lumisari flourished, their civilization reaching heights that rivaled even the divine works of the gods.

But the Lumisari were not content to merely harness the aether. Their thirst for knowledge drove them to probe deeper into its mysteries. Their high alchemists, led by a visionary named Kaelithar, sought to use the Skyspire’s Heart to peer into the very fabric of reality. They believed that by amplifying its power, they could commune with the gods themselves, or perhaps even ascend to their realm. Kaelithar, a figure of immense intellect and unyielding determination, gathered the most skilled among the Lumisari to undertake this sacred task. They constructed a grand chamber beneath the Skyspire’s Heart, a sanctum lined with stones inscribed with arcane symbols that glowed with a pale, ethereal light. This chamber, known as the Aetherial Vault, was designed to contain the immense energies they hoped to unleash.

For months, the Lumisari toiled within the Aetherial Vault, their rituals growing more complex with each passing day. They chanted incantations that had been passed down through generations, their voices rising in a crescendo that shook the very foundations of Aetherion. The crystals atop the Skyspire’s Heart began to glow brighter, their light casting prismatic beams across the city. The aether swirled around the structure in a tempest of raw power, its currents visible to the naked eye as they danced like rivers of starlight. The people of Aetherion watched in awe, their hearts filled with hope that their civilization would soon touch the divine.

But the gods, ever watchful of the mortal realm, grew wary of the Lumisari’s ambition. They had granted the aether to the world as a gift, but they had not intended for mortals to wield it with such recklessness. The aether was a force of balance, a thread that connected all things, and to tamper with it so boldly was to risk unraveling the very order of creation. The god of harmony, Sylvara, descended to the mortal plane in the guise of a wandering seer. She came to Aetherion and sought an audience with Kaelithar, her form cloaked in robes that shimmered like the dawn. She warned him of the dangers of his pursuit, her voice soft but firm, carrying the weight of divine authority. She spoke of the aether’s true nature, how it was a force that could not be controlled, only guided, and that to draw too much of it into the mortal realm would invite catastrophe.

Kaelithar, however, was blinded by his vision. He saw Sylvara’s warning not as wisdom, but as a challenge to his people’s greatness. He thanked her for her counsel but declared that the Lumisari would not be deterred. The seer left Aetherion with a heavy heart, her parting words a prophecy that would haunt the city for generations: “The heart of the sky will beat too fiercely, and its rhythm will shatter the bonds of the world.”

Undeterred, Kaelithar pressed forward with his grand experiment. On the night of the celestial alignment, when the planes of existence were closest to one another, the Lumisari gathered in the Aetherial Vault for their final ritual. The Skyspire’s Heart thrummed with power, its hum rising to a deafening roar that shook the earth beneath Aetherion. The crystals at its peak glowed with a blinding light, their beams piercing the heavens as the aether surged into the device. For a moment, it seemed as though Kaelithar’s dream would come to fruition. The Lumisari felt the presence of something vast and ancient, a consciousness that transcended their understanding. They believed they had touched the divine.

But the aether, strained beyond its limits, rebelled against the mortal hands that sought to bind it. The Skyspire’s Heart, unable to contain the overwhelming energy, began to fracture. Cracks spread across its iron frame, and the crystals shattered, sending shards of iridescent light raining down upon Aetherion. The aether erupted in a cataclysmic wave, a torrent of raw power that tore through the city like a storm. Buildings crumbled, their stones reduced to dust, and the people of Aetherion were consumed by the very force they had sought to master. The Aetherial Vault, designed to contain such energies, collapsed inward, sealing the Skyspire’s Heart beneath a mountain of rubble.

When the dust settled, Aetherion was no more. The valley that had once cradled the city was now a barren wasteland, its surface scarred by the fury of the aether. The Lumisari were scattered, their civilization reduced to whispers in the wind. The Skyspire’s Heart, though damaged, survived, buried deep beneath the earth, its hum silenced but its power undiminished. For millennia, it lay dormant, a relic of a forgotten age, its secrets lost to time.

Many ages later, the alchemists of the Obsidian Conclave, a secretive order dedicated to the pursuit of alchemical mastery, uncovered the ruins of Aetherion during an expedition into the forsaken valley. They unearthed the Skyspire’s Heart, its dark iron frame still etched with the patterns of aetheric convergence, its shattered crystals still faintly glowing with an inner light. The alchemists, recognizing the device’s potential, brought it back to their stronghold and set about restoring it. They renamed it the Aetheric Condenser, a title that honored its purpose while distancing it from the tragedy of its past. Through years of study and ritual, they unlocked its secrets, learning to harness the aether once more, though they took great care to avoid the mistakes of the Lumisari.

The Aetheric Condenser became the cornerstone of the Obsidian Conclave’s power, a source of energy that fueled their experiments and elevated their craft to new heights. But the alchemists never forgot the tale of Aetherion, a story that had been passed down through fragments of ancient texts, translated from a language so old that its origins were lost to history. They inscribed the tale in their annals, a cautionary reminder of the dangers of hubris and the limits of mortal ambition.

Moral of the Story: Power drawn from the cosmos is a sacred gift, but to wield it without reverence for its nature is to court destruction; true mastery lies in balance, not domination.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

  • High-Level Overview: In Call of Cthulhu, the Aetheric Condenser is a Mythos artifact uncovered by the Obsidian Alchemist’s Conclave, a secretive group of occult scholars. It harnesses eldritch energies (aether) that resonate with the cosmic forces of the Mythos, making it a dangerous tool for investigators. The device can power rituals or artifacts, but its use risks sanity and physical harm due to its connection to incomprehensible forces. The Aetheric Condenser’s operation requires arcane knowledge, and its misuse can attract the attention of otherworldly entities.
  • Stat Block and Mechanics:
    • Name: Aetheric Condenser
    • Description: A 12-foot-tall structure of dark iron, etched with swirling patterns, topped with iridescent crystal lenses that emit a low, resonant hum when active.
    • Size: Large (12 feet tall, 5 feet wide at the base).
    • Weight: Immobile (approximately 2 tons).
    • Sanity Cost: 1/1D6 upon first witnessing its activation; 0/1D4 per hour of exposure to its hum.
    • Requirements:
      • Knowledge (Occult) or Knowledge (Mythos) skill of 50% or higher to operate.
      • A successful Hard INT roll to understand its mechanisms.
      • A POW roll to activate (costs 5 Magic Points per use).
    • Effects:
      • Aetheric Harvesting: The device collects aetheric energy over 1 hour, producing 1D10 Magic Points that can be used to cast spells or power Mythos artifacts. These points dissipate after 24 hours.
      • Enhanced Rituals: Spells cast using the Aetheric Condenser’s Magic Points reduce their Sanity cost by 1 (minimum 1).
      • Risk of Overload: Each use has a 10% cumulative chance of overloading (reset after 24 hours). On a failure, roll 1D100:
        • 01-50: The device emits a surge of energy, dealing 1D6 damage to all within 10 feet (DEX roll to halve).
        • 51-90: The user suffers 1D4 Sanity loss as they glimpse a cosmic truth.
        • 91-00: The device attracts the attention of a minor Mythos entity (e.g., a Dimensional Shambler), which arrives in 1D10 minutes.
    • Drawbacks:
      • Prolonged exposure (more than 1 hour) requires a CON roll or the user suffers 1D4 HP loss from aetheric radiation.
      • The device cannot be moved without a successful ritual (requires 10 Magic Points and a Hard POW roll). Failure destroys the device.

Blades in the Dark

  • High-Level Overview: In Blades in the Dark, the Aetheric Condenser is a rare artifact controlled by the Obsidian Alchemist’s Conclave, a faction of arcane tinkerers in Doskvol. It fits into the game’s steampunk and occult setting as a device that harvests aetheric energy from the ghost field, providing power for alchemical devices or rituals. Crews might seek to steal it, sabotage it, or use it for their own ends, but its operation is risky, potentially drawing the attention of spirits or the Spirit Wardens.
  • Stat Block and Mechanics:
    • Name: Aetheric Condenser
    • Tier: IV (reflecting its rarity and power).
    • Description: A towering structure of dark iron, engraved with aetheric patterns, topped with glowing crystal lenses that hum with energy.
    • Size: Large (12 feet tall, 5 feet wide at the base).
    • Usage:
      • Activation: Requires a Tinker or Attune roll (4/5 effect, Risky position). Success harvests 1 Aether Charge (a special resource).
      • Aether Charge: Can be used to power alchemical devices (treat as a Tier IV item effect), fuel rituals (reduce the magnitude of a ritual by 1), or enhance a score (grant +1 effect to an action roll involving the occult). Each charge dissipates after 1 downtime.
      • Downtime Activity: Harvesting aether is a long-term project (8 segments). Each roll to progress risks a complication (e.g., attracting a ghost, Spirit Warden attention, or device overload).
    • Complications:
      • Roll 1d6 after each use:
        • 1-2: The device overloads, causing a Level 2 Harm (Burned) to the user unless resisted with Resolve.
        • 3-4: A ghost is drawn to the device, creating a new obstacle.
        • 5-6: No immediate effect, but the Conclave becomes aware of the usage (+1 Heat).
    • Faction Impact:
      • Using the Aetheric Condenser reduces the Obsidian Alchemist’s Conclave’s hold by 1 (they guard it jealously).
      • Stealing it creates a -2 status with the Conclave but grants +1 status with a rival faction (e.g., the Dimmer Sisters).

Dungeons & Dragons (5th Edition)

  • High-Level Overview: In Dungeons & Dragons, the Aetheric Condenser is a legendary artifact controlled by the Obsidian Alchemist’s Conclave, a group of powerful alchemists in the world of Saṃsāra. It harnesses aetheric energy to empower magical effects, making it a valuable tool for spellcasters. However, its use is taxing, and over-reliance can lead to exhaustion or catastrophic failure. The device fits into the high-magic setting of Saṃsāra, where magic drives industry and society.
  • Stat Block and Mechanics:
    • Name: Aetheric Condenser
    • Type: Wondrous Item, Legendary (requires attunement by a spellcaster).
    • Description: This 12-foot-tall structure of dark iron, etched with swirling aetheric patterns, is topped with iridescent crystal lenses that hum softly when active.
    • Properties:
      • Aetheric Harvesting: As an action, you can activate the Aetheric Condenser to harvest aetheric energy over 1 hour. Roll a d20:
        • 1-5: The device overloads, dealing 4d10 force damage to all creatures within 10 feet (DC 15 Dexterity saving throw for half).
        • 6-15: The device produces 1 Aether Charge (up to a maximum of 3 charges).
        • 16-20: The device produces 2 Aether Charges (up to a maximum of 3 charges).
      • Aether Charge Usage: You can expend 1 Aether Charge to:
        • Restore 1 spell slot of 3rd level or lower (no action required).
        • Empower a spell you cast, increasing its damage or healing by 2d8 (must be a spell of 3rd level or lower).
        • Gain advantage on an Arcana check related to alchemical or magical research.
        • Charges dissipate after 24 hours.
    • Drawbacks:
      • Exhaustion Risk: Each use after the first in a 24-hour period requires a DC 15 Constitution saving throw. On a failure, you gain 1 level of exhaustion.
      • Attunement Limit: While attuned to the Aetheric Condenser, you can only attune to 2 other magic items instead of the usual 3.
      • Destruction: The Aetheric Condenser can only be destroyed by submerging it in the blood of an ancient dragon, which causes its crystals to shatter and its iron to melt.

Knave (2nd Edition)

  • High-Level Overview: In Knave, the Aetheric Condenser is a powerful magical artifact that fits the system’s focus on item-based progression and exploration. Controlled by the Obsidian Alchemist’s Conclave, it collects aetheric energy to enhance magical effects or power alchemical creations. Its use is risky, potentially causing harm or attracting unwanted attention, but it offers significant rewards for adventurers willing to harness its power. The mechanics are streamlined to fit Knave’s minimalist approach.
  • Stat Block and Mechanics:
    • Name: Aetheric Condenser
    • Slots: 5 (large and immobile).
    • Description: A 12-foot-tall dark iron structure, engraved with aetheric patterns, topped with glowing crystal lenses that hum with energy.
    • Usage:
      • Activation: Requires 1 hour of focus and a successful WIS save (DC 15). On a success, the device produces 1 Aether Charge (maximum 3 charges). On a failure, roll on the Mishap table.
      • Aether Charge: You can expend 1 Aether Charge to:
        • Add +1d6 to the damage or healing of a magical effect (e.g., a spell cast through another item).
        • Gain +5 to an INT roll for alchemical or magical research.
        • Charges last until the next dawn.
    • Mishap Table (Roll 1d6):
      • 1-2: The device overloads, dealing 1d6 damage to the user (ignores armor).
      • 3-4: The hum attracts a hostile entity (e.g., a wraith, 1 HD higher than the party average).
      • 5-6: The device shuts down for 1d4 days, becoming unusable.
    • Notes:
      • The Aetheric Condenser cannot be moved without a special ritual (requires 3 Aether Charges and a DC 20 WIS save). Failure destroys the device.
      • Only 1 character can benefit from its effects at a time (similar to attunement).

Fate Core System

  • High-Level Overview: In Fate Core, the Aetheric Condenser is a powerful artifact controlled by the Obsidian Alchemist’s Conclave, fitting the high-magic, narrative-driven world of Saṃsāra. It acts as an extra with aspects and stunts, providing characters with a means to harness aetheric energy for magical effects or alchemical creations. Its use comes with risks, modeled as compels and stress, reflecting the potential for overload or attracting unwanted attention. The device encourages teamwork and creative problem-solving, aligning with Fate’s focus on story and character-driven play.
  • Stat Block and Mechanics:
    • Name: Aetheric Condenser
    • Aspects:
      • Towering Aetheric Harvester
      • Ancient Relic of the Lumisari
      • Unstable Cosmic Conduit
    • Description: A 12-foot-tall structure of dark iron, etched with swirling aetheric patterns, topped with iridescent crystal lenses that hum with energy when active.
    • Stunts:
      • Aetheric Harvesting: Once per scene, a character with a relevant skill (e.g., Lore or Craft at +3 or higher) can spend a fate point to activate the Aetheric Condenser. Roll against a difficulty of +4. On a success, create an advantage like “Charged with Aetheric Energy” with 2 free invokes. On a success with style, gain 3 free invokes. On a failure, the device overloads (see below).
      • Empowered Alchemy: When using an invoke from “Charged with Aetheric Energy,” add +2 to a roll involving magical or alchemical effects (e.g., casting a spell, creating a potion). Alternatively, spend an invoke to create a boost like “Enhanced Potion” for a single use.
    • Drawbacks:
      • Overload Risk: If the activation roll fails, the GM can compel the “Unstable Cosmic Conduit” aspect. The character takes 2 stress, or the device creates a scene aspect like “Aetheric Surge” that complicates the situation (e.g., attracting hostile spirits or causing an explosion).
      • Limited Access: The device is immobile and guarded by the Obsidian Alchemist’s Conclave, requiring a scene to access (e.g., overcoming guards or wards).
    • Notes: The Aetheric Condenser can be a focal point for a conflict or challenge, with its use creating opportunities for compels and dramatic consequences.

Numenera (Cypher System)

  • High-Level Overview: In Numenera, the Aetheric Condenser is a numenera artifact from a lost civilization, perfectly fitting the game’s focus on ancient technology and wonder. Controlled by the Obsidian Alchemist’s Conclave, it harnesses aetheric energy (treated as a form of ambient numenera energy) to power other devices or enhance cyphers. Its use is risky, with a depletion roll reflecting the potential for failure, and it can attract unwanted attention from numenera entities. The mechanics emphasize exploration and the balance between reward and risk.
  • Stat Block and Mechanics:
    • Name: Aetheric Condenser
    • Level: 7
    • Description: A 12-foot-tall structure of dark iron, engraved with aetheric patterns, topped with glowing crystal lenses that hum with energy.
    • Effect:
      • Aetheric Harvesting: The user can spend 1 hour and 3 Intellect points to activate the device (Difficulty 7 Intellect task). On a success, the Aetheric Condenser produces 1 Aether Charge (up to a maximum of 3 charges).
      • Aether Charge Usage: An Aether Charge can be used to:
      • Reduce the level of a cypher by 1 (minimum 1) when using it, making it easier to activate.
      • Restore 1 point to an Intellect Pool (as an action).
      • Add +2 to the level of an artifact for one use (e.g., increasing its effect or reducing depletion chance).
    • Charges dissipate after 24 hours.
    • Depletion: 1 in 1d20 (checked each time the device is activated). On depletion, the device overloads, dealing 7 points of ambient damage (ignores Armor) to all within immediate range and becomes unusable until repaired (Difficulty 7 task, 1d6 hours).
    • Drawbacks:
      • Intrusion Risk: Each use has a 1 in 6 chance of attracting a numenera entity (e.g., a level 5 automaton or energy being) that arrives within 1d10 minutes.
      • Immobile: The device cannot be moved without a special ritual (Difficulty 8 Intellect task, 5 Intellect points). Failure destroys the device.

Pathfinder (2nd Edition)

  • High-Level Overview: In Pathfinder 2e, the Aetheric Condenser is a rare magical structure in the world of Saṃsāra, controlled by the Obsidian Alchemist’s Conclave. It harnesses aetheric energy to enhance magical effects or fuel alchemical creations, fitting the game’s high-magic setting. Its mechanics use the crafting and spellcasting systems, with risks modeled as critical failures and resonance effects. The device is balanced for high-level play, given its power and the lore surrounding its guarded nature.
  • Stat Block and Mechanics:
    • Name: Aetheric Condenser
    • Item Level: 15
    • Price: Not for sale (unique artifact).
    • Bulk: Immobile (12 feet tall, 5 feet wide at the base).
    • Description: A towering structure of dark iron, etched with aetheric patterns, topped with iridescent crystal lenses that hum with energy when active.
    • Activation: 1 hour; [Interact], [Concentrate]; Prerequisites: Legendary proficiency in Arcana or Crafting.
    • Effect:
      • Aetheric Harvesting: You attempt to harvest aetheric energy with a DC 35 Arcana or Crafting check.
        • Critical Success: The device produces 2 Aether Charges (maximum 3 charges).
        • Success: The device produces 1 Aether Charge (maximum 3 charges).
        • Failure: No charges are produced, and you take 4d6 force damage (DC 30 basic Reflex save).
        • Critical Failure: As failure, plus the device emits a resonance wave, causing all creatures within 30 feet to become drained 1 (DC 30 Fortitude save negates).
    • Aether Charge Usage: You can expend 1 Aether Charge to:
      • Reduce the DC of a spell’s counteract check by 2 (e.g., dispelling a magical effect).
      • Add 2d6 damage to a spell you cast (must be 5th level or lower).
      • Gain a +2 item bonus to a Crafting check to create an alchemical item.
      • Charges last until the next daily preparations.
    • Drawbacks:
      • Resonance Fatigue: After using the device, you must succeed on a DC 30 Fortitude save or become fatigued until you rest for 8 hours.
      • Guarded Artifact: The Obsidian Alchemist’s Conclave protects the device, requiring diplomatic or stealth challenges to access it.

Savage Worlds (Adventure Edition)

  • High-Level Overview: In Savage Worlds, the Aetheric Condenser is a powerful artifact in the high-magic world of Saṃsāra, controlled by the Obsidian Alchemist’s Conclave. It harnesses aetheric energy to enhance powers or fuel alchemical devices, fitting the game’s fast-paced, pulpy style. Its mechanics use Power Points and the Dramatic Task system, with risks modeled as complications and potential arcane backlash. The device is balanced for high-level characters, given its potency and the setting’s magical nature.
  • Stat Block and Mechanics:
    • Name: Aetheric Condenser
    • Description: A 12-foot-tall structure of dark iron, engraved with aetheric patterns, topped with glowing crystal lenses that hum with energy.
    • Traits:
      • Weight: Immobile (2 tons).
      • Requirements: Arcane Background (Magic or Weird Science), Occult or Science d8+.
    • Activation (Dramatic Task):
      • Task: Harvest aetheric energy over 3 rounds (1 hour in-game). Requires 5 successes using Occult or Science (Weird Science users).
      • Complication: On a Critical Failure, the device overloads, dealing 3d6 damage to all within a Medium Burst Template (Agility roll at -2 to evade).
      • Success: Produces 1 Aether Charge per success (maximum 3 charges).
      • Failure: No charges are produced, and the user takes 1 Fatigue from aetheric feedback.
    • Aether Charge Usage:
      • Spend 1 Aether Charge to:
      • Restore 1d6 Power Points (no action).
      • Add +2 damage to a power (e.g., a bolt or blast).
      • Gain +2 to a roll involving alchemy or magical research (e.g., creating a potion with Weird Science).
    • Charges dissipate after 24 hours.
    • Drawbacks:
      • Backlash Risk: Each use after the first in a 24-hour period requires a Vigor roll at -2. On a failure, the user takes 1 Wound (or 1 Fatigue if they have no Wounds remaining).
      • Attracting Attention: Each use has a 1-in-6 chance of drawing a hostile magical entity (e.g., a Wild Card elemental with d8 attributes).
    • Notes: The device is immobile and guarded, requiring a separate scene to access (e.g., a Quick Encounter against the Conclave’s guards).

Shadowrun (6th Edition)

  • High-Level Overview: In Shadowrun, the Aetheric Condenser is a powerful magical artifact controlled by the Obsidian Alchemist’s Conclave, reimagined as a cabal of magical researchers in the Sixth World. It harnesses ambient mana (aether) to power spells or magical devices, fitting the game’s blend of magic and technology. However, its use risks mana surges or astral attention, aligning with Shadowrun’s themes of danger and corporate intrigue. The device is immobile and heavily guarded, making it a potential target for a run.
  • Stat Block and Mechanics:
    • Name: Aetheric Condenser
    • Type: Magical Artifact
    • Availability: 20F (Forbidden, unique item)
    • Description: A 12-foot-tall structure of dark iron, etched with swirling aetheric patterns, topped with iridescent crystal lenses that hum with energy when active.
    • Force: 8
    • Activation:
      • Requirements: Magic 6+, Sorcery 6+ or Enchanting 6+.
      • Test: Sorcery + Magic [Astral] vs. 8 to activate (Complex Action, 1 hour in-game).
      • Effect: On a success, the device produces 1 Aether Charge (maximum 3 charges). Net hits beyond the threshold add 1 additional charge (up to the maximum).
    • Aether Charge Usage: Spend 1 Aether Charge to:
      • Reduce the Drain Value of a spell by 2 (minimum 1).
      • Add +2 dice to an Enchanting test to create a magical focus.
      • Gain +2 dice to an Assensing test to analyze a magical phenomenon.
      • Charges dissipate after 24 hours.
    • Drawbacks:
      • Mana Surge: On a glitch during activation, the user takes 4S (Stun) damage from a mana surge (Resist with Willpower + Magic). On a critical glitch, the surge also attracts an astral entity (e.g., a Force 6 spirit).
      • Astral Beacon: Each use increases the local Background Count by 1 for 1d6 hours, making astral tracking easier (+2 dice to track the user).
    • Notes: The device is immobile and guarded by the Obsidian Alchemist’s Conclave, requiring a run to access (e.g., bypassing wards and spirits).

Starfinder (1st Edition)

  • High-Level Overview: In Starfinder, the Aetheric Condenser is a hybrid magical-technological artifact from the ancient Lumisari civilization, now controlled by the Obsidian Alchemist’s Conclave on a magical planet like Saṃsāra. It collects aetheric energy to power spells or technological devices, fitting the game’s blend of sci-fi and magic. Its use risks overloads or magical feedback, aligning with Starfinder’s focus on exploration and danger. The device is balanced for high-level play, given its potency and the setting’s constraints on advanced technology.
  • Stat Block and Mechanics:
    • Name: Aetheric Condenser
    • Level: 15
    • Price: Not for sale (unique artifact)
    • Bulk: 200 (immobile, 12 feet tall, 5 feet wide at the base)
    • Description: A towering structure of dark iron, etched with aetheric patterns, topped with iridescent crystal lenses that hum with energy.
    • Activation: 1 hour; Mysticism DC 30
    • Effect:
      • Aetheric Harvesting: On a successful Mysticism check, the device produces 1 Aether Charge (maximum 3 charges). For every 5 by which the check exceeds the DC, produce 1 additional charge (up to the maximum). On a failure, roll on the Mishap table.
      • Aether Charge Usage: Spend 1 Aether Charge to:
        • Reduce the Resolve Point cost of a spell by 1 (minimum 0).
        • Recharge a technological device’s battery by 10 charges (as if using a generator).
        • Gain a +4 insight bonus to a Mysticism check to identify a magical item.
      • Charges last 24 hours.
    • Mishap Table (Roll 1d20):
      • 1-10: The device overloads, dealing 5d6 electricity damage to the user (Reflex DC 18 half).
      • 11-15: The user takes 1d4 Charisma damage from magical feedback.
      • 16-20: The device shuts down for 1d4 hours.
    • Drawbacks:
      • Magical Resonance: After each use, the user must succeed on a DC 18 Fortitude save or gain the off-target condition for 1 hour.
      • Immobile: The device cannot be moved without a ritual (Mysticism DC 35, 1 hour). Failure destroys the device.

Traveller (2nd Edition by Mongoose Publishing)

  • High-Level Overview: In Traveller, the Aetheric Condenser is reimagined as an ancient alien artifact discovered by the Obsidian Alchemist’s Conclave on a mystical planet like Saṃsāra, where magic replaces advanced technology. It harnesses aetheric energy (treated as a form of psionic-like power) to enhance abilities or power devices, fitting the game’s focus on exploration and survival. Its mechanics use the skill check system, with risks of failure causing damage or attracting attention, balanced for the setting’s lack of advanced tech.
  • Stat Block and Mechanics:
    • Name: Aetheric Condenser
    • Tech Level: 0 (Alien Artifact, magical in nature)
    • Weight: 2,000 kg (immobile)
    • Description: A 12-foot-tall structure of dark iron, engraved with aetheric patterns, topped with glowing crystal lenses that hum with energy.
    • Activation:
      • Skill Check: Science (Psionics) or Science (Archaeology) 10+ (1 hour, INT, Difficult).
      • Effect: On a success, the device produces 1 Aether Charge (maximum 3 charges). For each point of Effect above 0, produce 1 additional charge (up to the maximum). On a failure, roll on the Mishap table.
    • Aether Charge Usage: Spend 1 Aether Charge to:
      • Gain a +2 DM to a single skill check involving psionics or archaeology.
      • Restore 1d6 END to a character (as if using a medicinal drug).
      • Power a low-tech device (e.g., a steam-powered mechanism) for 1 hour without fuel.
      • Charges dissipate after 24 hours.
    • Mishap Table (Roll 2d6):
      • 2-5: The device overloads, dealing 2d6 damage to the user.
      • 6-8: The user suffers 1d6 END damage from energy feedback.
      • 9-12: The device attracts a local threat (e.g., a magical beast, equivalent to a 2d6 HD creature).
    • Drawbacks:
      • Fatigue: After each use, the user must make an END 8+ check or suffer 1 level of fatigue.
      • Immobile: The device cannot be moved without a ritual (Science (Psionics) 12+, 1 hour). Failure destroys the device.

Warhammer Fantasy Roleplay (4th Edition)

  • High-Level Overview: In Warhammer Fantasy Roleplay, the Aetheric Condenser is a powerful arcane device controlled by the Obsidian Alchemist’s Conclave, fitting the game’s grim, magical setting. It channels aetheric energy (akin to the Winds of Magic) to enhance spells or power alchemical creations, but its use risks miscasts and corruption, aligning with the game’s themes of danger and peril. The device is balanced for high-level characters, reflecting its potency and the setting’s magical tone.
  • Stat Block and Mechanics:
    • Name: Aetheric Condenser
    • Cost: Not for sale (unique artifact)
    • Encumbrance: Immobile (12 feet tall, 5 feet wide at the base)
    • Availability: Unique
    • Description: A towering structure of dark iron, etched with aetheric patterns, topped with iridescent crystal lenses that hum with energy.
    • Activation:
      • Requirements: Language (Magick) 50+, Channeling 50+.
      • Test: Channeling Test (DN 7:5, 1 hour). On a success, the device produces 1 Aether Charge (maximum 3 charges). For each SL (Success Level) above 0, produce 1 additional charge (up to the maximum). On a failure, roll on the Miscast table.
      • Aether Charge Usage: Spend 1 Aether Charge to:
        • Add +2 SL to a single Casting Test.
        • Gain +20 to a Test to create an alchemical item (e.g., a potion).
        • Ignore 1 Minor Miscast when casting a spell.
      • Charges last until the end of the day.
    • Miscast Table (Roll d100):
      • 01-50: Minor Miscast (as per core rules).
      • 51-90: Major Miscast (as per core rules).
      • 91-00: The device overloads, dealing 1d10+5 Damage (ignores Armor) to the user, and the user gains 1 Corruption point.
    • Drawbacks:
      • Corruption Risk: After each use, the user must pass a Cool Test (DN 6:5) or gain 1 Corruption point.
      • Immobile: The device is guarded by the Obsidian Alchemist’s Conclave, requiring a separate encounter to access.