Rarity: Common
Tier: 1
Roleplay Emphasis: Sculptor
Slot: Worn (Ring – dominant hand)
Lore: In the high basalt caverns of Uzzah-Ran, it is whispered that certain stones still remember the voices of jinn who once shaped the earth with fire-bound fingers. One such remnant is Jinn 118 of the Ember-Chisel Hand, a humble ring forged from fire-veined slate and cooled bronze—said to have been made by a sculptor who bargained not for fame, but for understanding. It is told that the ring’s warmth is not from heat, but from memory—memories of flame that once sculpted mountain and bone with equal care.
Those who wear it claim to hear faint instructions when they place their hand upon raw material, as if unseen artisans murmur through the stone, guiding each motion. Yet, beware—they say a jinn always watches through the ring’s flicker, eager to see beauty born—or disfigured.
Description: A rough-banded ring of hammered bronze inset with a shard of volcanic glass. When worn by a sculptor, the shard glows faintly with internal emberlight when near raw stone, clay, or bone. The glow pulses to the rhythm of deliberate craft. If worn idly, the ring becomes inert, cool, and silent.
Stats & Mechanics:
• Weight: Negligible
• Durability: Hardened brass (resists scratches, not immune to arcane corrosion)
• Magical Class: Fire-bound Artifice Relic (Tier 1 attunement)
Passive Magics:
- Jinn-Etched Guidance:
When touching raw material with intent to shape, the user gains a subtle haptic pull toward balanced or aesthetic forms. This grants a +1 bonus to any Crafting, Sculpting, or related Art skill checks. - Material Sensory Awareness:
While holding raw matter (stone, bone, wood, etc.), the user instinctively feels internal flaws, weaknesses, or embedded objects. This includes hidden veins, air pockets, or embedded runes. - Smokeless Precision:
When carving, smoke or debris trails bend away from the sculptor’s line of sight, as if swept gently by unseen breath. Improves visibility and grants advantage on fine-detail tasks requiring visibility.
Activable Magics:
- Ember-Line Etching (1/short rest):
Trace a line with the index finger. The ring channels a searing filament of heat (harmless to user), allowing precise etching into non-magical material (stone, metal, glass, bone). Usable to inscribe runes, divide objects cleanly, or destroy locks and seals without brute force. - Flame-Spirit Whisper (1/day):
Activate the ring by striking it against solid material. The ring emits a brief voice (jinn-tone) audible only to the wearer, offering cryptic advice about the object’s artistic or historical potential. (Grants advantage on the next insight, history, or crafting decision related to that item.)
Tags: Sculptor-Focused, Emberforged, Artisan, Jinn-Bound, Heatless-Fire, Fine-Work Aid, Whispering Tool, Tier1-Compatible, Cultural-Folkcraft, Flame-Memory, Precision-Magic, Roleplay-Heavy, Sensory-Enhanced, Engraving-Compatible, Artisan-Lore
In the world of Saṃsāra, Jinn 118 of the Ember-Chisel Hand is not traded through traditional arms dealers or arcane emporiums. Instead, it passes through artisan-centered venues, cultural guild enclaves, and spirit-sensitive markets, where the ring’s purpose aligns with the reverence of its origin.
1. Crucible Veil Artisan Conclave (City of Bronn-Kaar, The Stoneheart Isles)
Type: Guild-Affiliated Artisan Hub
Transaction Method: Guild reputation + trade tokens + coin
Cost: 85 gp or equivalent in masterwork carving tools, rare clays, or jinn-breath incense
Experience: Prospective buyers must demonstrate sculptural intent. An elder crafter places the ring upon uncut stone; if the ember flickers, the buyer is deemed worthy. Haggling is rare—value is based on intent, not charm.
2. The Red Whorl Arcade (Nomadic Market, shifts monthly by rail and sand-skiff)
Type: Itinerant artisan-and-relic exchange
Transaction Method: Coin or barter (arcane carvings, rare bones, etched relics)
Cost: 110 gp or barter worth equivalent (e.g., rune-etched fossil plate)
Experience: The stylus is shown beneath flowing silks and on glowing stone. Jinn items must be tested under breathless silence—vendors will wait until the wind stills before allowing trials. Unworthy buyers often find the ring turns cold or inert.
3. House of the Hollow Archive (Cavern-city of Gahurûn, deep beneath the Obsidian Steppe)
Type: Shadow-market library and forgotten relic exchange
Transaction Method: Whispered ledger notes, memory-vows, or scribed favors
Cost: 70 gp if in good standing, or 150 gp without guild sigil
Experience: Purchased like a loaned truth. Buyers must sign a sculptor’s oath (written in ash-ink) vowing to “honor and awaken the form inside the stone.” Failure to complete a sculpture within a lunar cycle causes the ring to vanish at midnight.
4. Sunclay Ledger Stall (Lower Quarter, Brightvault Port)
Type: Street-level artisan’s market with embedded relic trading
Transaction Method: Direct purchase
Cost: 95 gp
Experience: Most buyers here are journeyman sculptors. Stall masters often test sincerity by handing the ring to a buyer and pointing them toward a chipped statue nearby. If the ring warms during touch-up work, the sale proceeds with quiet nods.
5. The Whispering Kiln (Ruins of Djarrah-Zan, accessible only via guide or descent glyph)
Type: Obscure jinn-bound reliquary where items are occasionally found
Transaction Method: Scavenged or earned through trial
Cost: None (must pass a test of precision before a blind jinn statue)
Experience: These are not purchased in coin but discovered. A ring may be found embedded in half-fused stone, awaiting those who carve without cracking the vein of fire beneath. Ownership transfers through vision or dream-encounter—never direct sale.
Note on Legality & Demand:
In Saṃsāra, jinn-forged items are neither outlawed nor mass-produced, but they are treated with cultural caution. Some cities tax such items with a “spirit-duty” (5–10 gp), while others exempt them as religious relics. Demand is highest among sculptors, elemental stonemasons, and architectural priests.
Average Market Cost Range: 85–110 gp depending on provenance and seller ethics.
Roleplay Usage of Jinn 118 of the Ember-Chisel Hand in Different Environments (Defense and Offense)
(For Tier 1 avatars in Saṃsāra with a sculptor emphasis)
Urban Environments:
Offense:
• In dense city ruins or alley ambushes, the Ember-Line Etching can sever barred windows, breach sealed doors, or disable mechanical constructs by tracing glowing fissures along their joints—often without raising alarms.
• Used against metal-armored foes or reinforced gates, the sculptor may burn “warning sigils” that cause opponents to hesitate or flinch due to rumors about jinn-fire inscriptions.
Defense:
• The passive ability to detect weak stonework or tension in nearby architecture allows sculptors to collapse alleyways or dislodge debris as barriers or escape routes.
• When cornered in sculptor’s studios or historical buildings, users may activate the ring to rapidly carve cover or make narrow passages for quick evasion.
Wilderness and Cavern Environments:
Offense:
• Sculptors can weaponize terrain—by striking the ring against cave walls, they awaken fault lines, dislodging stones to crush, blind, or trap.
• In encounters with beasts or elemental creatures, Flame-Spirit Whisper may reveal where to strike or carve to unsettle the terrain beneath the opponent’s footing.
Defense:
• Detects compromised stone bridges or cavern ceilings, preventing ambushes or fatal falls.
• Activating Ember-Line Etching can be used to reinforce a natural barricade—sealing narrow paths, marking safe routes, or trapping pursuers behind suddenly collapsed stone walls.
Combat in Ruins, Tombs, or Sacred Sites:
Offense:
• Ancient constructs and guardian spirits may respond to jinn-etched glyphs. The sculptor can alter or disable them by rewriting worn inscriptions—turning defenses against their creators.
• Writing a jinn-symbol mid-combat onto a fallen pillar might awaken a pressure-sensitive trap, springing it deliberately to create mayhem.
Defense:
• Insight from Flame-Spirit Whisper may guide the sculptor to touch the one stone that opens a sanctuary door or reveals a sacred niche for refuge.
• The ring’s ability to reduce stone dust and debris visibility during fast carving can allow avatars to create sigil-marked safe zones or warning signs during rest periods.
Underwater or Coastal Ruins (Submerged Stone):
Offense:
• Though fire is suppressed, the ring’s ember-etched groove can still score enchanted coral or ancient seabed carvings—helpful when interacting with submerged ruins or defending from sea spirits.
• Subtle vibrations from the ring guide strikes to strategic support columns, allowing for “silent collapses” in coral labyrinths.
Defense:
• The ring’s pulse detects shifting foundation stones, giving advance warning of collapses or awakening guardians.
• Carving emergency markings into reef walls or temple ruins with ember-heat leaves a visible trail even in poor visibility conditions.
In Social or Cultural Spaces:
Offense:
• A sculptor under duress might challenge a foe to a duel of art. While not a combat use, winning by quickly etching beauty or truth using the ring may shift political tides, insult rival patrons, or sway factions.
Defense:
• Creating beauty mid-crisis—like rapidly etching a memorial or engraving a warning—can pacify spirits or disarm tense social scenarios by invoking the sacred nature of jinn-carved stone.

Perception of Activation:
User’s Perspective
Sight:
The volcanic glass shard embedded in the ring glows with a slow emberlight, pulsing in rhythm with the user’s focused hand movements. When near unworked stone, clay, or bone, faint glowing lines flicker across their surfaces like buried veins waiting to be revealed. Shadows retreat from the fingertips as though nudged aside by invisible guides.
Sound:
A faint crackle—not of fire, but of pressure meeting form—rises beneath the threshold of conscious hearing. During intense concentration, the ring emits rhythmic taps against the user’s bones, like a metronome urging precision. Some hear the distant scrape of unseen chisels or whispered phrases in an unfamiliar dialect.
Touch:
The ring warms, not harshly, but like stone sun-baked and purposeful. As the hand moves, it feels guided—each motion carries a sense of pressure behind it, as though sculpting alongside unseen hands. Carving or shaping material brings a subtle sense of resistance giving way, as if the medium wants to be transformed.
Smell:
Each stroke releases a dry, smoky scent—volcanic ash, scorched bone, or baked clay depending on the material. These scents linger even after the task ends, a ghostly fragrance of creation.
Taste:
A faint metallic-char taste creeps onto the tongue during activation, like having inhaled from a forge. It sharpens the senses, and some sculptors report the tang fades only once the object is completed.
Extra-Sensory Perceptions:
- Shape-Awareness: The user perceives their chosen material as a layered memory, with buried forms “waiting” within. It becomes nearly impossible to lose a sense of spatial balance or proportion.
- Memory Echoes of the Material: In brief flashes, the user may intuit the past purpose of stone, bone, or clay—ruins recall their collapse, bones hint at the creature’s stance, clay remembers the hands that mixed it.
- Craft Urge Pulse: The ring sends subtle pulses—vibrational urges toward symmetry, rhythm, or intentional imperfection—pushing the user toward deliberate expression, not instinctual utility.
Positives:
- Greatly enhances sculptural intuition and craft-focused immersion
- Provides guidance and architectural confidence even without visual clarity
- Awakens deeper aesthetic perception—sensing not just shape, but intention
Negatives:
- Difficult to remain passive—holding still while activated creates a sense of tension, even anxiety
- Prolonged use without finishing a form can lead to sculptor’s guilt or creative fixation
- If used to destroy or mar beauty, the ring may dim or resist movement, causing phantom strain in the hand
Observer’s Perspective
Sight:
The ring’s volcanic glass pulses faintly with emberlight, brightest when the wearer is in motion. As the sculptor works, the glow seems to extend along their fingertips in trails of light, outlining chisel marks or hand-carved motions. These trails vanish the moment a piece is completed or abandoned.
Sound:
Observers may hear low rhythmic taps that don’t match the sculptor’s tools—like distant stone gently cracking. If one listens closely, the sound sometimes forms a cadence, almost like someone else working just beyond the wall.
Touch (if in contact):
Touching the sculptor’s wrist or hand during activation may cause a warm static tingling, like placing one’s palm near a hearthstone. Attempting to remove the ring mid-use causes resistance—not from the wearer, but from the ring itself.
Smell:
Observers may catch hints of ancient kiln ash, scorched leather, or warm minerals—aromas associated with primal creation. These smells intensify when the sculptor is deep in focus or near sacred mediums (like relic bones or temple stones).
Extra-Sensory Perceptions:
- Empathic observers may feel a surge of purpose or “unfinished memory” from the material being shaped
- Those sensitive to spiritual currents may glimpse flickers of old artisan spirits watching closely—never interfering, only witnessing
Positives:
- Observers may feel calm or inspired by watching the ring in use
- Creates a subtle aura of respect and quiet reverence, especially in workshops or cultural spaces
Negatives:
- Non-crafters may feel excluded, disoriented, or oddly unbalanced while observing intense work sessions
- Some beings—especially spirits tied to destruction or chaos—may react negatively, as if offended by the ring’s order-bound presence
Jinn 118 of the Ember-Chisel Hand activates not with light or sound alone, but through purpose—it is a ring that calls the sculptor to reveal what already lives beneath the surface.
Crafting Recipe: Ember-Binding of the Chisel Hand
“To carve with flame is not to destroy stone, but to remember the shape it once awaited.” — Last Line of the Jinn-Mason Treaty Stone, Uzzah-Ran
Materials Needed
- Volcanic Glass Shard (1 unit)
• Sourced from the lip of an active caldera or quarried from obsidian buried under ash dunes.
• Must be cool to the touch but hold faint internal flickers of red or orange in darkness. - Hammered Spirit-Bronze Ring Blank (1)
• Forged under silence and firelight, preferably during a waxing moon.
• Bronze alloy should include ash of burned sculpture shavings or old chisels. - Clay-Soot Binding Resin (small vial)
• Mixture of charred red clay, burned linseed oil, and jinn-scented resin (like ignisroot or whisperbark sap).
• Used to permanently bond glass to metal without rupture. - Ash-Dust of Failed Works (1 pinch)
• Harvested from a sculptor’s broken, unfinished, or abandoned art—preferably an object never completed.
• Must be carried in a sealed bone canister until applied. - Silent Flame Sliver (1)
• Captured flame from a ritual brazier where no words are spoken. Housed in copper wick-jars or heat-glyph stones.
Tools Required
- Chisel-Kiln Tongs: Used to manipulate the ring blank during heating and final binding.
- Rune-Etching Awl: Fine point for carving tiny flame-glyphs onto the inner curve of the ring.
- Stone-Voice Brazier: Low-flame altar brazier that burns without crackling or popping—used to awaken the volcanic shard.
- Sculptor’s Caliper-Sigil: Used to align the shard precisely to resonate with the wearer’s dominant hand motion.
Skill Requirements
- Sculpting (Rank 1): Necessary for choosing the correct volcanic shard and preparing the ash-dust with intention.
- Arcane Craft (Rank 1): Required for inscribing and activating the glyphs and for properly working the binding resin.
- Jinn Lore (Rank 1): Essential for capturing and using the Silent Flame Sliver, and to ensure the jinn within will respond to artistry rather than destruction.
- Toolsmithing or Jewelry Work (Rank 1): For precise metal shaping and embedding without fracturing materials.
Crafting Steps
- Prepare the Ring Blank:
Heat the Spirit-Bronze Ring Blank in the Stone-Voice Brazier until it pulses gently with emberlight. Remove using Chisel-Kiln Tongs and allow it to cool beside a sculpture or object you’ve created with care—this bonds the item to intent. - Awaken the Volcanic Shard:
Place the shard over the Silent Flame Sliver for seven minutes. Watch for the first internal flicker. If no glow appears, discard and repeat with a new shard. Once ignited, it cannot be cooled unnaturally or the jinn within may withdraw. - Apply the Clay-Soot Binding Resin:
Using a heat-safe brush, apply a thin coating of the resin to the channel carved in the ring blank. Press the awakened shard into place while reciting—silently—the name of your first finished sculpture. The ring should hum faintly upon contact. - Etch the Ember-Glyphs:
With the Rune-Etching Awl, inscribe three micro-glyphs onto the inner band:
• Remember — curves like a spiral
• Guide — shaped like a handprint made of smoke
• Balance — a rising curve beneath a sinking one
Each must be carved in a single, uninterrupted stroke. - Seal with Ash-Dust:
Sprinkle the dust of failed works over the entire ring and pass it once more through the Stone-Voice Brazier. As the dust settles into the glyphs and bonds with the resin, the shard should glow steadily and warm your palm. - Final Calibration:
Hold the finished ring in your sculpting hand. Touch it to three materials: raw stone, untreated clay, and old bone. If it glows and pulses at a different rate for each, the crafting is complete.
Crafting Duration
• Preparation: 3 hours
• Assembly: 2–3 hours
• Infusion and Calibration: 2 hours
Total Estimated Time: 7–8 hours, excluding material gathering or flame-capture
Failure Risks
- If the shard is forcibly cooled during bonding, the embedded jinn spirit will not respond.
- Incomplete glyph etching leads to false pulses—ring may give misleading sculptural guidance or none at all.
- Using fresh ash instead of dust from abandoned works causes imbalance—ring pulses unevenly or becomes volatile near shaped art.
A successfully crafted Jinn 118 of the Ember-Chisel Hand is not merely a ring—it is a silent collaboration between sculptor and unseen artisan. To wear it is to chisel with memory, fire, and unseen breath.
Fire That Waited in the Finger
(As translated by Scholar-Tongue Dharimal, Keeper of the Third Table of Embers)
In the days before mountain grew teeth, and river spoke its names, and when the word form was still unthought but often touched, there was a sculptor of dust-skin and hammer-breath named Maukhalûm the Not-Yet-Finished.
Maukhalûm was made thrice: once of clay, once of bone, and once of grief. He did not speak, for no mouth yet carved could honor his mind. He did not sleep, for the rock in his heart did not yield to night. And so he wandered the stone-wilds, whispering by gesture to boulders, asking what they hid.
In his travels, he came to a mountain that wept fire—black tears and hot snot of the world’s belly—and there, in that heat, he watched shapes within lava that were not fire move and twist. For thirty days and forty-thrice hammers, he sat without striking, for what he saw was not for breaking.
It is told: the jinn of smokeless flame, Akhûr the Veiled Cough, who once sculpted breath into pillars and shadow into archways, saw Maukhalûm’s silence and honored it. The jinn rose not in wrath but in emberlight, and spoke in the tremble of volcanic glass:
“You do not hit. You do not demand. You wait. So now I wait within you.”
And so, from a splinter of that mountain’s glass-lung and a ring of bronze hammered from forgotten altars, Maukhalûm was gifted a finger-band, inside which Akhûr coiled not as a servant but a rhythm—a beat that did not burn, but shaped.
With this ring, Maukhalûm carved without looking. He sculpted blindfolded children in clay that remembered laughter. He etched towers into collapsed arches and made them weep in reverse. He was invited into city-after-city, but slept always near ruins, saying:
“Where things are forgotten, form still dreams.”
But no story bends straight forever. When his fame grew thicker than his stone-dust, a warlord called Vellaz the All-Hewn demanded that Maukhalûm carve a likeness of her conquest: a statue of her trampling the bones of defeated gods.
Maukhalûm refused. He placed the ring on the warlord’s map and said, “This metal sings only to forms that wish to rise, not crush.” In fury, Vellaz shattered the ring with her blade, but no ember fell—only silence, like holding one’s breath before waking.
That night, the cities carved by Maukhalûm shifted of their own will. Statues turned their heads. Arches unarched. No blade entered those places again, for Akhûr had left the ring not in pieces, but in memory. It is told: those who shape with reverence find the ember still flickering in their works, humming.
Moral: That which waits may carve deepest. Creation without force finds the jinn already inside.
Suggested conversions to other systems:
CALL OF CTHULHU (7th Edition)
Item Name: Jinn 118 of the Ember-Chisel Hand
Type: Mythos Artifact – Minor
Rarity: Uncommon
Usable By: Any character with at least 20% in Art (Sculpture) or Craft (Stone)
Effects:
- While worn, grants +15% bonus to Art (Sculpture) and Archaeology when working with stone, clay, or bone.
- Once per session, the user may activate the ring to Perceive Structural Strain — roll POW vs POW of the structure (typically 40-70) to detect flaws, secret passages, or stress points.
- Passive effect: near ancient sites, the wearer experiences faint whispers or visual impressions of the past. Requires a Sanity roll (1/1D4 loss) the first time this occurs each session.
Activation Cost: No MP cost, but overuse (3+ times in a session) incurs 1D2 Sanity loss per additional use due to jinn pressure and visual hallucinations.
Slot: Finger
Tags: Mythos, Archaeological, Whispering Artifact, Flame-Sculpted, Dream-Imprinted
BLADES IN THE DARK
Item Name: Jinn 118 of the Ember-Chisel Hand
Category: Fine Arcane Implement (Unique Item)
Load: 0
Abilities:
- When sculpting, repairing, or analyzing ancient stone, you gain Potency on all related actions.
- When you Study ruins or old constructs, gain +1d to the roll.
- Once per score, you may Commune with the Structure—asking one question about the history or function of a location. The GM provides a strange but useful answer.
Drawback: If used for vandalism, desecration, or careless destruction, take Level 1 Harm: Ash-Cursed Grip (hand pain and tremors).
Slot: Finger
Tags: Arcane, Whispering, Sculptor’s Tool, Jinn-Bound
DUNGEONS & DRAGONS (5e)
Item Name: Jinn 118 of the Ember-Chisel Hand
Wondrous Item, common (requires attunement by a creature proficient in Mason’s Tools or Sculptor’s Supplies)
Passive Effects:
- While attuned, you have advantage on Intelligence (History) checks related to ruins, carvings, and construction.
- You can detect unstable structures or secret cavities in stone by touching them while concentrating for 1 minute.
Activable Magic (1/day):
- Ember Etching: As a bonus action, you can carve or inscribe stone, clay, or bone with supernatural precision. This allows you to:
• Quickly make a hidden symbol, break a mundane lock, or trigger a simple mechanism.
• Gain advantage on a single Intelligence (Investigation) or Wisdom (Perception) check related to ancient architecture or sculpture.
Slot: Ring
Tags: Sculpting, Fire-Magic, Archaeology, Tool-Focused, Common
KNAVE (Ben Milton, original rules)
Item Name: Jinn 118 of the Ember-Chisel Hand
Type: Magic Item
Slot: One slot (ring)
Properties:
- While worn, gain +1 to Intelligence-based rolls involving ruins, inscriptions, or architectural understanding.
- If used while crafting or repairing stonework, double the speed of the task.
- Once per delve, the wearer may whisper to the ring to reveal a hidden passage or structural weakness in the current dungeon level.
Drawback: Wearing the ring while idle for more than one watch causes mild hallucinations of “unfinished forms” (no mechanical penalty, but unnerving).
Tags: Ancient, Flame-Bound, Crafting, Jinn-Touched, Common Magic Item
FATE CORE SYSTEM
Item Name: Jinn 118 of the Ember-Chisel Hand
Type: Arcane Relic – Sculptor’s Focus
Rarity: Common Magical Item
Slot: Ring
Aspect Granted: “Whispers of Stone and Flame”
(Invoke to gain insight into ancient architecture, buried ruins, or unshaped material with hidden potential.)
Passive Bonuses:
- Gain +2 when using Crafts or Lore rolls involving sculpture, ruins, or architecture.
- Once per session, you may declare a stone object or structural element has a hidden flaw, passage, or echo of intent that can be exploited.
Stunt (1/session):
Emberpulse Guidance – When sculpting or repairing in silence or solitude, reduce the time by one scene and gain a +2 bonus to the result.
Drawback:
Compels may include distracting urges to “finish” forms, hallucinations of uncarved shapes, or resistance when performing destructive actions.
Tags: Architect-Spirit, Whispering Relic, Jinn-Forged, Flame-Sense
NUMENERA & CYPHER SYSTEM
Item Name: Jinn 118 of the Ember-Chisel Hand
Level: 2
Form: Ring of hammered bronze with obsidian shard
Rarity: Common Cypher (Reusable Artifact)
Passive Abilities:
- +1 Asset to tasks involving identifying ancient structures, analyzing construction, or sculpting physical materials.
- When touching stone, may detect flaws, voids, or stress points (within a 10-foot radius).
Active Abilities (1 Intellect Point):
- Guided Hand: For the next 10 minutes, any task involving sculpting, engraving, or architectural sketching gains a free asset and ignores minor material flaws.
- Echo Pulse (1/day): Reveal the last significant alteration made to a nearby structure (within 30 feet). Narrator provides detail depending on GM Intrusion.
Depletion: 1 in 1d20 (only for Echo Pulse)
Tags: Artifact, Whispering, Flame, Constructive, Memory-Based
PATHFINDER 2e
Item Name: Jinn 118 of the Ember-Chisel Hand
Item Type: Worn Item (Ring)
Level: 2
Rarity: Common
Price: 35 gp
Usage: Worn, Ring; Bulk: —
Activation: 1 action, Interact (once per hour)
Effect:
- Gain a +1 item bonus to Crafting checks involving stone, clay, or bone.
- While examining ruins, the wearer may roll an extra Lore (Architecture or Ancient Cultures) check with a +2 bonus to identify hidden features.
- When making a Craft activity in silence, reduce the time required by half.
Once per day: Ember-Echo Pulse – As an Interact action, touch a stone surface to gain a mental image of its last major structural shift (collapse, impact, or addition). Duration: 1 minute. You gain a +2 bonus to Perception checks for hidden features during this time.
Traits: Magical, Divination, Fire, Jinn, Constructive
Slot: Ring
SAVAGE WORLDS (ADVENTURE EDITION)
Item Name: Jinn 118 of the Ember-Chisel Hand
Type: Relic (Magic Item)
Rarity: Common
Requirements: Novice Rank; Arcane Background not required, but Art or Knowledge (Crafting/Stonework) d6+ recommended
Passive Abilities:
- +1 bonus to Repair and Knowledge (Ancient Ruins or Architecture)
- Wearer can detect cracks, hidden chambers, or flaws in constructed materials with a Notice roll at +2 while touching the structure
Powers:
Once per session, activate one of the following:
- Ember Guidance: Add +2 to one sculpting or architectural roll and halve the time required
- Memory Echo (Smarts roll): Learn the last significant purpose or occupant of a ruin/structure touched. Success = general knowledge; Raise = vivid insight
Quirks:
- If wearer attempts to desecrate, demolish, or vandalize an artistic structure, the ring becomes inert for 24 hours
- Mild hallucinations (GM’s choice) may occur if worn for more than 12 hours consecutively
Slot: Ring
Tags: Constructive Magic, Flamebound, Artistic Focus, Archaeological Tool
SHADOWRUN (6th Edition)
Item Name: Jinn 118 of the Ember-Chisel Hand
Type: Foci – Utility / Artisan
Device Rating: 2
Availability: 4R
Cost: 4,000¥
Description: A ring of hammered bronze inset with volcanic glass, attuned to spirits of creativity and structure.
Mechanics:
- Artisan’s Edge: Adds +2 dice to Artisan skill tests related to sculpture, construction, or structural analysis.
- Architectural Intuition: May use Assensing skill to detect recent structural alterations or hidden flaws in materials once per scene.
- Spiritual Hum: If user engages in creation or reconstruction for at least 10 minutes, gain +1 to Composure tests for the next hour.
Restrictions: Requires attunement through a 4-hour ritual. Inert if worn during violent destruction of art or architecture.
Tags: Magic, Utility Foci, Artisan, Fire-Spirit-Bound, Sculptech-Compatible
STARFINDER
Item Name: Jinn 118 of the Ember-Chisel Hand
Item Level: 2
Price: 950 credits
Slot: Ring
Bulk: L
Category: Hybrid Item (Technomagical)
Usage: Passive / 1/day active
Passive Effects:
- +2 insight bonus to Engineering and Mysticism checks related to ancient structures, ruins, or constructs
- While touching a stone or constructed surface, can spend a move action to gain a +4 bonus on Perception checks to locate hidden compartments or weaknesses
Active Power (1/day):
Echo Pulse: As a standard action, scan a 30-foot radius for the last major alteration to stone, metal, or similar materials. Reveals concealed entrances, recent damage, or structural instability (GM discretion). Duration: 1 minute
Tags: Hybrid, Fire-Echo, Constructive Lore, Architect’s Bond
TRAVELLER (Mongoose 2e)
Item Name: Jinn 118 of the Ember-Chisel Hand
Type: Ancient Artifact
Tech Level: 10
Rarity: Rare
Mass: Negligible
Value: Cr6,000
Effects:
- Grants DM+1 on Engineering (Structural), Mechanics, or Science (Archaeology) checks when related to ruins, sculptures, or ancient architecture
- Once per week, user may activate to Echo-Sense: spend 1D6 minutes in contact with a structure to learn last known purpose, stress points, and potential danger zones (Referee’s discretion)
- Adds +1 to rolls when repairing or building stone or bone-based materials
Downside:
- Cannot be used for demolition purposes; attempting so causes disorientation (DM-2 on all skill checks for 1D3 hours)
Traits: Ancient, Cultural Artifact, Structural-Linked, Intuitive
WARHAMMER 40,000: WRATH & GLORY
Item Name: Jinn 118 of the Ember-Chisel Hand
Rarity: Uncommon
Tier: 1
Keywords: Archeotech, Artisan, Relic, Flame, Whispering
Slot: Ring
Effects:
- +1 bonus die to Tech or Scholar Tests involving xenos ruins, ancient architecture, or craftsmanship
- While concentrating near a structure, roll an Awareness (DN 3) to detect hidden flaws, voids, or spiritual echoes in the material
- 1 per session: Craft-Channel: may reroll a failed Tech or Medicae test involving bone, stone, or hardened material as if guided by unseen hands
Complication: If used in a non-creative or destructive act (e.g. defacing architecture), gain 1 Corruption and lose the item’s benefits for the remainder of the session
Lore Note: Said to be a shard of a pre-Imperial artisan’s contract with a bound warp-entity, now dormant—though some say it still mutters when left near Auspex-static.
