From: Thespian Treasures
Description: These Illusionary Enchantment Spheres are a set of three juggling balls, each meticulously crafted from an otherworldly, translucent material that shimmers with a myriad of colors. When held, they are surprisingly light, almost weightless, and each ball fits comfortably in the palm of a hand. Intricate patterns and symbols are etched onto the surface of each sphere, resembling the artistry of ancient mystics.
Lore: The Illusionary Enchantment Spheres were created by a gifted mage-artisan, renowned for their work in the intersection of magic and performance arts. Legends say that these spheres were first crafted as a gift to a troupe of traveling performers, enhancing their mesmerizing acts with dazzling light displays. Over time, it was discovered that the spheres held an additional hidden power, allowing the user to create small but convincing illusions.
Tier One Stats:
- Rarity: Uncommon
- Tags: Performance, Illusion, Distraction, Light, Juggling-Balls, Sphere-Set, Hand-Held, Throwable, Visual-Display, Performance-Tool, Combat-Distraction, Stealth-Tool, Mage-Artisan-Crafted, Unique
- Use: The Illusionary Enchantment Spheres have two primary uses:
Performance Enhancement: When used in performance or theatrical acts, the spheres can create mesmerizing light displays. The user can manipulate the spheres to emit a vibrant array of colors, patterns, and even illusory images, enhancing the visual aspect of any performance. This grants a bonus to Performance checks and adds a captivating element to storytelling or artistic displays.
Illusionary Distraction: In combat or other tense situations, the spheres can be thrown to create small, convincing illusions. This can distract opponents, giving the user or their allies an advantage in combat, skill checks, or stealth actions. The illusions are particularly effective in low-light conditions, where the shifting lights and forms can disorient foes.
Cost: The Illusionary Enchantment Spheres are not for sale in the typical sense. They are the reward for completing the quest “The Lost Mask of the Starlight Serpent” and are considered a unique item crafted by the mage-artisan. The spheres hold great value among performers and adventurers alike due to their versatile nature and the enchanting light displays they offer.
Note: Due to their unique abilities and the magic involved in their creation, the Illusionary Enchantment Spheres cannot be duplicated or mass-produced, making them a one-of-a-kind treasure in the world of Saṃsāra.

Sensory and extra-sensory perception breakdown for the Illusionary Enchantment Spheres:
- Sight (Visual Perception):
- What is perceived: The physical appearance of the spheres and their magical light/illusion effects.
- Description: The items are a set of three juggling balls made from a translucent, otherworldly material that shimmers with many colors. Their surfaces bear intricate etched patterns and symbols. When activated during performance, they emit vibrant, controllable light displays (colors, patterns, minor illusory images). When thrown, they create a small but convincing illusion upon impact (e.g., a flash, a brief shape, a sound).
- Positives: Highly visually appealing both at rest and in use. The light displays significantly enhance performance value. The thrown illusions provide a useful visual and potentially auditory distraction.
- Negatives: The shimmering and light effects make them highly noticeable, potentially unsuitable for stealth unless specifically creating a distraction. The thrown illusions are small and likely brief, possibly insufficient against wary foes.
- Touch (Tactile Perception):
- What is perceived: The physical sensation of holding and manipulating the spheres.
- Description: They feel surprisingly light, almost weightless, and fit comfortably in the palm. The surface is likely smooth due to the translucent material, perhaps with a slight relief or texture from the etched patterns. They might possess a subtle magical warmth or coolness.
- Positives: The lightness and size make them ideal for juggling and handling. The smooth texture could be pleasant. The warmth/coolness provides subtle feedback of their magical nature.
- Negatives: The extreme lightness might feel unsubstantial or make precise throws slightly harder initially. The etched patterns could potentially interfere with a perfectly smooth juggling grip for some users.
- Sound (Auditory Perception):
- What is perceived: Any sounds produced by the spheres or their effects.
- Description: The spheres themselves are likely silent when held still. During juggling, the movement or their internal magic might produce faint, harmonious chimes or resonant hums. When thrown to create an illusion, the sphere itself might make a soft impact sound, and the resulting illusion can potentially include an auditory component.
- Positives: Chimes or hums during performance could add an appealing auditory layer. Illusionary sounds increase the effectiveness of distractions. Silence when held aids discretion.
- Negatives: Any sound produced when handled or impacting could betray the user’s presence if trying to be stealthy. Unintended sounds during performance could be distracting.
- Smell (Olfactory Perception):
- What is perceived: Any scent originating from the spheres.
- Description: Unlikely to have a strong natural odor. They might carry a very faint, clean scent associated with their magic, perhaps like ozone, charged air, or a hint of exotic spice, possibly stronger when activated.
- Positives: A faint, pleasant magical scent could enhance their mystique. Lack of strong odor avoids detection by smell.
- Negatives: Any distinct scent, even pleasant, could potentially be tracked or identified.
- Taste (Gustatory Perception):
- What is perceived: The taste if a sphere were placed in the mouth.
- Description: Not intended for tasting. Would likely taste inert or slightly metallic/mineral depending on the otherworldly material.
- Positives: None relevant to their function.
- Negatives: Unhygienic, provides no useful information, material could potentially be harmful if ingested.
- Extra-Sensory Perception 1: Light & Illusion Weaving (Performance Activation)
- What is perceived: The mental connection allowing control over the light displays during performance.
- Description: When juggling or manipulating the spheres for performance, the user perceives an intuitive link, allowing them to mentally shape the emitted light – guiding colors, forming shifting patterns, creating fleeting illusory images that dance between the spheres. This feels less like direct sensory input and more like focused intent manifesting visually.
- Positives: Enables high degree of artistic expression through light and illusion. Makes performances dynamic and captivating. Provides immediate visual feedback on the user’s control.
- Negatives: Requires both physical skill (juggling/manipulation) and mental focus to achieve desired effects. The complexity of achievable displays might be limited by the item’s power or user’s skill.
- Extra-Sensory Perception 2: Illusion Projection (Throwing Activation)
- What is perceived: The act of ‘imprinting’ an illusion onto a sphere before throwing it.
- Description: Before throwing a sphere as a distraction, the user mentally focuses on the small illusion they wish to create (a specific sound, a brief visual like a darting creature or flash). They perceive this intent being briefly ‘held’ by the sphere, ready to be released upon impact. It’s a perception of potential energy or stored intent.
- Positives: Allows for tactical, ranged deployment of minor illusions. Versatile for creating distractions in various situations (combat, stealth).
- Negatives: Requires a moment of focus to ‘imprint’ the illusion. Requires accuracy to throw the sphere where needed. The illusion is small and temporary. The sphere likely needs retrieval after being thrown.
- Extra-Sensory Perception 3: Magical Aura/Resonance
- What is perceived: The underlying magical nature of the spheres.
- Description: To those sensitive to magic, the spheres constantly radiate an aura of illusion and light magic. This aura likely intensifies significantly when the light displays or thrown illusions are activated. The intricate symbols might also seem to subtly resonate or ‘feel’ significant to magical senses.
- Positives: Confirms the item’s enchantment. Might feel pleasant or empowering to illusionists or performers attuned to magic.
- Negatives: Detectable by magical senses, potentially revealing the user or the nature of their abilities/items. Active use creates a much stronger magical signature.
Mage-Artisan’s Dancing Lights
This tale is pulled from the deep well of forgotten years, its surface murky, its depths uncertain. The words used are like ill-fitting clothes on the body of the past, translated poorly from a tongue that Saṃsāra has long since ceased to speak. It tells of a maker of wonders, of wandering show-folk, and of three spheres that held captured light.
In that far-flung age, there was a man who lived perhaps at the edge of things, not quite in the bustling city, not quite in the wild lands. Some called him Artifex the Bright, maybe, or the Maker of Shinings. His true name is lost like a pebble in the sea. He was part mage, knowing the secrets of energy and unseen forces, but also part artisan, his hands skilled in shaping beautiful forms from stubborn materials. Magic he knew, and making things pretty – these were his twin passions. He sometimes watched the traveling troupes, the show-folk who journeyed the dusty roads with their songs, their tumbles, their play-acting. He saw their skill, yes, but also saw their weariness, the thinness of their props, the smallness of their lights against the wide, indifferent world. His heart felt they needed… something more. A spark of true wonder to carry with them.
Artifex the Bright pondered this. How could his magic, his craft, aid these humble performers? An idea bloomed. He gathered strange materials – not common glass, not simple crystal, but something… otherworldly. Like solidified mist that had caught the sunset? Translucent, yet swirling inside with a thousand shifting colours. Frozen light, perhaps the old words meant. From this substance, he fashioned three spheres, perfectly round, smooth, fitting comfortably in a human hand, yet feeling almost weightless, as if they yearned to float away. Onto their surfaces, he etched intricate patterns, lines and swirls that seemed to whisper of ancient mystic knowledge, like diagrams of magic itself.
Then, he poured his magic into them. Not forceful magic, not harmful magic. He wove light, colour, and responsiveness into the spheres. When held, they pulsed with a faint, inner warmth. When tossed, they trailed ribbons of soft colour. When juggled with skill, they came alive! Bursts of vibrant light, swirling patterns, even fleeting images like coloured smoke seemed to bloom and dance between the juggler’s hands. It was as if one could juggle captive rainbows, tame comets. Light-seeds, perhaps he named them in his thoughts.
He sought out a troupe of show-folk he had seen, resting their weary feet by a roadside shrine. Their clothes were travel-stained, their faces lined with hardship, though their eyes still held the spark of their art. Artifex approached them, showed them the three shimmering spheres. Perhaps he juggled them briefly, letting the lights flare and dance in the dimming twilight. The show-folk stared, their eyes wide like moons. Such things they had never imagined. Artifex smiled, a rare thing perhaps for the focused mage-artisan. These are for your art, he might have said, the words simple. To help beauty walk the hard roads. He gave the spheres freely, asking no payment.
The performers, hesitant at first, accepted the gift. They practiced, discovering how the spheres responded to the rhythm of juggling, the intent of the user. They learned to coax specific colours, specific patterns, to match the mood of a song, the climax of a story. Their performances transformed. Before, they had skill and heart. Now, they had enchantment. The juggling act became a celestial ballet of light. The storyteller punctuated tales with bursts of illustrative colour. Even a simple song gained depth when accompanied by the softly pulsing lights. Audiences were captivated. Children pointed in delight. Stern merchants found their faces softening into smiles. The spheres pushed back the mundane darkness of the campfire circle or the village square, creating a space of wonder. The troupe’s fame grew, carried on tales of their mesmerizing light displays. Artifex the Bright, hearing these tales perhaps, felt a quiet satisfaction.
But the spheres held another secret, one discovered by accident. During a journey through a dangerous, shadowed wood, the troupe was set upon by rough brigands. The performers were ill-equipped for battle. One young juggler, perhaps out of fear, perhaps with sudden inspiration, did not drop the spheres but instead threw one – hard – towards the brigand leader. Not aiming to injure, only to startle, to distract.
The shining sphere struck the ground near the bandit’s feet. There was a bright flash, brighter than the juggling lights, and for a heartbeat, a confusing shape made of swirling light and shadow – perhaps a monstrous face, perhaps just chaotic colour – shimmered in the air where it landed. The bandit flinched back, startled, momentarily blinded. That moment was enough. The performers scattered, escaped, perhaps one even managed to disable the bandit while he was disoriented. The stories vary. But the discovery was made: the spheres could create illusions when thrown! Small ones, fleeting ones, but convincing enough to distract or confuse.
The show-folk experimented cautiously. Yes – think of an image, throw the sphere, and a brief picture-smoke would appear at the impact point. A way to scare off a scavenging beast? A method to make a sentry look the wrong way? A flash to cover an escape? The spheres were now not just tools of beauty, but tools of cunning as well.
Their value grew immense. Juggling props, portable light shows, and now, illusionary distraction devices. Yet, Artifex the Bright had seemingly made only that one set. Or perhaps a very few, gifted uniquely. The old texts insist they could not be copied – perhaps the otherworldly material was unfindable, perhaps the magic of their making was tied uniquely to Artifex’s own spirit and skill. They remain a singular treasure from that time, these Dancing Lights, holding artistry, illumination, and a surprising spark of trickery within their shimmering depths.
Moral: The brightest arts may hold hidden functions, and even tools made for beauty can serve to distract the shadows when needed.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Phantasmal Juggling Spheres (Set of 3)
- Description: A set of three juggling balls crafted from a strange, translucent material that shimmers with captured light. Intricate symbols are etched onto their surfaces. They feel unnaturally light and warm. Possibly creations of artists from Hyperborea or influenced by non-Euclidean aesthetics.
- Game Mechanics: Requires possessing all three spheres, though effects often involve manipulating two or throwing one.
- Mesmerizing Performance: While actively juggling at least two of these spheres as part of a performance, the intricate light patterns captivate onlookers. The performer gains one Bonus Die on Art/Craft (Performance or Juggling) skill rolls intended to entertain, impress, or distract an audience. Maintaining this requires ongoing concentration on the performance.
- Illusionary Distraction: As an action, the investigator can make a Throw roll to hurl one sphere towards a target point within 20 yards. Upon landing (or striking a surface), the sphere creates a brief (lasting 1 round) but startling visual or auditory illusion (e.g., a sudden burst of nonsensical colour, a disorienting sound, a fleeting monstrous shape). This costs 1 Magic Point (MP). One designated creature within 5 yards of the impact point must succeed on a Spot Hidden or Listen roll (whichever is more appropriate for the illusion type). Failure means the creature is distracted and suffers one Penalty Die on their next significant action (like an attack, dodge, or skill roll). The sphere must be retrieved to be used again this way.
Blades in the Dark
Ghostlight Jugglers (Set of 3)
- Description: Three spheres made of shimmering, nigh-weightless material, possibly solidified ectoplasm or strange Akorosian glass etched with esoteric patterns. They glow faintly and shift colors subtly. Feel warm in the hand.
- Game Mechanics: Possessing the set allows access to these abilities. Requires manipulating/juggling at least two for performance effect, throwing one for distraction.
- Captivating Display: When you incorporate juggling these spheres into a social action like Sway, Command, or Consort where visual flair and mesmerizing presence would be beneficial, gain +1d to your action roll. Describe how the light display enhances your effort.
- Thrown Phantasm (Setup Action): As an action, you can throw one sphere to create a distracting illusion (a brief flash of light, a confusing shadow, a sharp noise). Make a Finesse or Wreck action roll (as appropriate for aiming/throwing) to place the effect. On a success (4/5 or 6), you create an opportunity. A teammate acting immediately to exploit this distraction (e.g., attacking the distracted foe, sneaking past) gains +1d (on 4/5) or Improved Effect (on a 6) to their roll. The sphere must be retrieved afterwards. Using this ability in sensitive situations might generate Heat.
Dungeons & Dragons (5th Edition)
Illusionary Enchantment Spheres (Set of 3)
- Wondrous item, uncommon
- Description: This set includes three juggling balls crafted from a translucent, shimmering material etched with intricate symbols. They are nearly weightless and fit comfortably in the hand.
- Game Mechanics: You must have the set of three spheres to use these properties.
- Performance Enhancement: While you are juggling at least two of these spheres, they create mesmerizing displays of light and color. You have advantage on Charisma (Performance) checks made while juggling the spheres.
- Illusionary Distraction: As an Action, you can throw one sphere at a point you can see within 30 feet. The sphere creates a brief flash of harmless light and a minor visual or auditory illusion (such as a shower of sparks, a puff of colored smoke, or a faint illusory sound) that lasts until the start of your next turn. Choose one creature within 10 feet of that point that can see or hear the illusion. That creature must succeed on a DC 13 Wisdom (Perception) check or be distracted by the display, granting advantage on the next attack roll made against that creature before the end of your next turn. A sphere thrown this way lands harmlessly and must be retrieved (requiring an action if within reach) before it can be used again for this property.
Knave (2nd Edition)
Juggler’s Phantasm Spheres (Set of 3)
- Description: A set of three lightweight spheres made of polished, translucent material that swirls with internal colors. Mystic patterns are etched onto their surfaces. Each sphere takes up 1 inventory slot (total 3 slots for the set).
- Game Mechanics: Requires possessing and potentially wearing/carrying all three spheres.
- Slot: 1 per sphere (total 3)
- Performance Lights: While actively juggling at least two spheres (requires concentration and possibly a successful DEX check under pressure), they emit mesmerizing colored lights equivalent to a Torch (20ft bright/20ft dim radius). You also gain a +2 bonus to Charisma ability checks related to performance (singing, juggling display, oratory, etc.).
- Distraction Burst: As an action, you can throw one sphere at a target location within 30 feet. Upon landing, it creates a brief (1 round) flash of light and a minor, confusing illusion (visual or auditory). Choose one creature within 10 feet of the impact point. That creature must succeed on a Wisdom saving throw (DC 13) or be distracted, suffering disadvantage on its next action (attack, saving throw, or ability check). The thrown sphere must be retrieved (an action if nearby) before it can be used for this property again.
Fate Core / Fate Condensed
Spheres of Dancing Light and Lies
- Description: A set of three juggling balls made from a lightweight, translucent material that shimmers with internal light. Mystic symbols seem to shift beneath their surface. They feel warm and almost alive.
- Game Mechanics:
- This set grants the character the following Stunt:
- Artifice of Light: While you are juggling at least two of these spheres, they shed soft, colorful light, and you gain a +1 bonus to Create Advantage or Overcome actions using Rapport or Crafts specifically related to artistic performance (e.g., captivating an audience, demonstrating juggling skill). Additionally, once per scene, you can throw one sphere as an action towards an opponent or location. Make a Deceive or Crafts roll to Create an Advantage representing the distraction, such as Confused by Flashing Lights or Misdirected Gaze, with one free invoke if successful. You’ll need to recover the thrown sphere afterwards.
Numenera / Cypher System
Phasing Juggler’s Orbs
- Description: Three lightweight spheres crafted from phase-shifting polymers or captured light constructs. They shimmer constantly with shifting colors and have intricate, non-Euclidean patterns etched onto their surfaces.
- Game Mechanics (Artifact):
- Level: 6
- Form: Set of three handheld, shimmering spheres.
- Effect: The spheres have two modes of use:
- Performance Mode: While actively juggling at least two spheres (requires concentration or dedicating an action each round to maintain), they emit bright light illuminating the area within Short range and shed dim light to Long range. The user gains an Asset on all tasks involving artistic performance intended to impress or entertain. Using this mode does not risk depletion.
- Distraction Mode: As an action, the user can throw one sphere at a target point within Short range. The sphere shatters upon impact in a burst of disorienting light and illusion (minor sounds/images). One creature chosen by the user within Immediate range of the burst must succeed on an Intellect defense roll (difficulty 5) or be hindered on its next action (the difficulty of that action is increased by one step). Using a sphere in this way consumes it.
- Depletion: 1 in 1d20. Roll for depletion only when a sphere is thrown using the Distraction Mode.
Pathfinder (2nd Edition)
Juggler’s Spheres of Misdirection
- Item 5
- Magical, Illusion, Light, Consumable (when thrown)
- Price 160 gp (for the set of 3)
- Usage held in 1 or more hands, throwable; Bulk L (for the set)
- Description: This set includes three spheres of translucent, shimmering crystal etched with mystic symbols. They feel light and warm.
- Game Mechanics: You must possess the set to use these effects.
- Performance Enhancement: While you are spending at least one action each round to Juggle two or more spheres, they shed bright light in a 10-foot radius (and dim light for the next 10 feet). You also gain a +1 item bonus to Performance checks made as part of the juggling display.
- Distraction Burst: (Requires holding at least one sphere)
- Activation [one-action] Interact (to draw/prepare, if needed), plus [one-action] Strike (to throw); Frequency once per day per sphere (total 3 uses per day for the set);
- Effect You throw a sphere at an unoccupied square within 20 feet. It shatters on impact, creating a burst of disorienting light and illusory patterns in a 5-foot burst. Each creature within the burst must attempt a DC 19 Will save.
- Critical Success The creature is unaffected.
- Success The creature is Dazzled for 1 round.
- Failure The creature 1 is Dazzled and Flat-Footed for 1 round.
- Critical Failure The creature is Dazzled and Flat-Footed for 1 round, and Frightened 1.
- A sphere used for Distraction Burst is destroyed.
Savage Worlds (Adventure Edition – SWADE)
Trickster’s Juggling Balls (Set of 3)
- Description: A set of three lightweight balls made of a strange, slightly translucent material that shimmers with shifting colors. Faint patterns are etched onto their surfaces.
- Game Mechanics: Requires holding/juggling the balls.
- Performance: While juggling at least two balls (may require concentration or an Agility roll in stressful situations, GM’s call), they emit mesmerizing lights equivalent to a Torch (illuminating a Large Burst Template centered on the user). The user gains a +1 bonus to Performance skill rolls.
- Distraction Toss: Once per game session per ball (total 3 uses/session), the user can throw one ball as an action. Make an Athletics (throwing) roll targeting an adjacent square to an opponent within 6/12/24″. If the throw is successful (TN 4), the ball bursts on landing with light and illusion. The intended target must make a Spirit roll opposed by the result of the Athletics (throwing) roll.
- Target Fails: The target becomes Distracted.
- Target Critically Fails: The target becomes Vulnerable.
- A ball used for the Distraction Toss is magically expended and cannot be used again that session (it might reform later, GM determines recharge rate if any beyond session reset).
Shadowrun (6th World)
Flicker Jugglers
- Description: A set of three spheres made from lightweight smart materials with embedded LEDs and micro-projectors. They shimmer with programmable light patterns and respond to kinetic input. Likely high-end performance tech or repurposed infiltration gadgets.
- Game Mechanics:
- Type: Device (Gadget)
- Rating: 3
- Availability: 9R (Rating x 3)
- Cost: 4,500¥ (Rating x 1,500¥)
- Performance Mode: While actively juggling at least two spheres (requires concentration and possibly Agility + Performance [Physical] tests under pressure), internal lights activate, providing Dim Light in a 5-meter radius. Gain a dice pool bonus equal to the device Rating (+3 dice) on Performance skill tests intended to entertain or captivate.
- Distraction Mode: Each sphere holds 1 charge, regaining 1 charge after 1 hour plugged into a power source. As a Complex Action, you can throw one sphere using Athletics + Agility [Physical] towards a target point within (STR x 2) meters. Upon impact, it expends its charge to create a brief (1 Combat Turn) localized illusionary effect (burst of chaotic light, confusing sound, swarm of sparks). One designated target within 2 meters must succeed on a Willpower + Intuition (3) Test or suffer a -2 dice pool penalty to their next Action Phase. The sphere must be retrieved (Simple Action if nearby).
Starfinder Roleplaying Game
Star Juggler Spheres
- Hybrid Item (Worn/Held Set)
- Level 5; Price 3,100 credits; Bulk L (for set of 3)
- Description: This set includes three spheres made of translucent polymer containing shifting LEDs and minor illusion circuitry. They feel light and hum faintly when active.
- Game Mechanics: Requires possessing the set of three spheres.
- Performance Mode: While juggling at least two spheres (this might require using move or standard actions depending on the complexity desired), they shed dim light in a 10-foot radius. You gain a +1 insight bonus to Culture or Profession checks related to artistic performance.
- Distraction Burst: As a standard action, you can throw one sphere at an intersection within 30 feet (Range Increment 20 ft, requires ranged attack roll vs AC 5). The sphere bursts on impact, creating a flash of disorienting light and patterns in a 5-foot radius burst. Each creature within the burst must succeed on a DC 15 Will save or be Dazzled for 1 round. This ability can be used a total of 3 times per day across all three spheres. A thrown sphere lands intact and must be retrieved (Move action if within reach) to be used again.
Traveller (Mongoose 2nd Edition)
Performance/Distraction Orbs (PDOs)
- Description: A set of three robust polymer spheres containing programmable LEDs, micro-speakers, and possibly mild sonic emitters. Standard entertainer or security distraction tools depending on programming.
- Game Mechanics:
- Tech Level: 12
- Performance Mode: While juggling two or more orbs (may require an Average (8+) Art (juggling) check per round under stress), they emit shifting colored lights providing Dim Light (DM -1) in a 2-meter radius. Grants DM +1 on relevant Art (performance) checks if the display enhances the performance.
- Distraction Mode: Each orb holds 3 charges. As an action, throw one orb (Athletics (throwing), Range Bands apply). On impact, it expends 1 charge to emit a disorienting burst of flashing lights and sharp sonic tones in a 2-meter radius. Anyone within the burst must make an Average (8+) EDU check or suffer DM -1 on all actions attempted on their next turn due to disorientation. Orbs regain 1 charge per hour when connected to a standard power source. Orbs must be retrieved.
- Cost: Cr 12,000 (for the set)
- Weight: 0.1 kg each (0.3 kg total)
Warhammer Fantasy Roleplay (4th Edition)
Juggler’s Baubles of Bewilderment
- Description: A set of three smoothly polished spheres made from enchanted glass or crystal that swirl with internal colors. Faint arcane symbols might be visible within. Favored by wandering players, charlatans, or perhaps agents of the Grey College.
- Game Mechanics:
- Type: Magical Item Set
- Wearing/Holding: Requires handling/juggling the items.
- Performance Mode: While successfully juggling at least two baubles (requires an Average (+20) Dexterity (Perform – Juggle) Test each round as part of the performance), they glow with shifting light equivalent to one candle (illuminates immediate area, negates Pitch Black penalty). You gain a +10 bonus to your Perform (Juggle) Test result (added after determining success/failure).
- Distraction Burst: Once per day per bauble (total 3 uses/day for the set), you can throw one bauble as an Action. This requires a successful Average (+20) Ranged (Throwing) Test targeting an unoccupied space within Short Range. Upon landing, the bauble shatters in a burst of confusing light and sound. Choose one creature within 2 yards of the impact point; that creature must make a Challenging (-10) Cool Test. On a failure, the creature gains 1 Stunned Condition. The thrown bauble is magically expended for the day but reappears intact among your possessions at the next sunrise (or must be retrieved if preferred by GM).
