Cryo Phantasma Bloom 883

Lore: When a grieving ice-priestess of Mourning Sky pressed the living Frostbloom Vine into the heart of a freshly charged Spatial Illusion 47 of Affliction beneath the triple eclipse, the two relics recognized each other as perfect expressions of sorrow made manifest. The vine drank the orb’s nightmare essence; the orb drank the vine’s frozen tears. They collapsed into a single living nightmare-flower that forever weeps hallucinatory frost. Only one has ever existed, and only one ever will until another eclipse of perfect grief repeats the forbidden rite.

Description: A fist-sized living seed of midnight-blue ice-crystal, eternally blooming with translucent petals that are simultaneously solid frost and writhing shadow. Five frozen vine-tendrils tipped with obsidian thorns extend and retract at will, each thorn weeping slow droplets of hallucinatory poison. When closed, it resembles a black rose of solid ice; when activated, it opens into a five-petaled lotus of frozen nightmare that floats above the wielder’s palm, exhaling visible clouds of frost-laced illusion.

Stats: Tier 2 magical item Cost: priceless (unique)

Tags: Magical, Artifact, Plant, Illusion, Poison, Cold, Hallucination, Area Denial, Fear, Frost, Nightmare Bloom, Frozen Illusion, Nightmare Frost, Poison Petal, Hallucinogenic Bloom, Cryo Mirage, Affliction Thorn, Icy Phantom, Spore Shroud, Venom Lotus, Spectral Chill

Slot: Worn item as Boutonnière flower (when used occupies the Held/Off-hand slot as a single living seed-orb; counts as one worn object)

Passive Magics (always active while worn):

  • Frostbite Aura: 15-ft radius continual 1d4 cold damage/round to enemies; creatures starting turn in area gain -10 ft speed (stacking to 0).
  • Nightmare Chill: Creatures within 30 ft have disadvantage on saves vs fear or illusion while temperature is below freezing.
  • Phantasmal Veil: You are permanently under Greater Invisibility while in dim light or darkness; attacks from you have advantage on first strike.
  • Cryo-Poison Touch: Unarmed/natural attacks deal +1d6 poison + 1d6 cold and force WIS save or hallucinate for 1 round (as Confusion).

Active Magics:

  1. Bloom of Frozen Dread (1/long rest): Open the lotus fully. 30-ft radius for 2 minutes:
    • 3d6 cold + 3d6 psychic damage/round
    • Creatures failing DC 17 WIS save are frightened + poisoned + restrained by hallucinatory ice vines
    • Area becomes difficult terrain of black ice; illusions of screaming faces appear in frost
  2. Phantom Frost Tendrils (3 charges, regain 1d3 at midnight): Bonus action, extend 5 tendrils 30 ft:
    • Each can make a ranged attack (+7, 2d6 cold + 2d6 poison + pull 10 ft on hit)
    • Or grapple/restrain (escape DC 17) while injecting hallucinatory venom (disadvantage on attacks/saves 1 min)
  3. Eclipse Mirage (1/long rest): Create 1d4+1 perfect illusory duplicates of yourself made of living frost for 1 minute. Duplicates deal real 2d6 cold + 2d6 psychic on touch and explode for 4d6 cold in 10-ft burst when destroyed.

This single living artifact now embodies both the lethal frost of the Vine and the nightmare illusions of the Orb; neither original exists separately while Cryo-Phantasma Bloom #883 endures.

To disable the magic of the Cryo-Phantasma Bloom #883, the item must be directly targeted via grapple (contested check against wearer’s evasion/strength, gear-modified), environmental hazards, targeted dispel/shatter effects, or exposure during avatar death (frozen petals protected until shattered). The fused artifact possesses 40 hit points (20 per tier for fused relics, blending icy resilience with illusory volatility). Base Armor Class 15 (10 + tier × 2 + 3 for hallucinatory frost-veil imposing disadvantage unless attacker has cold/illusion immunity or anti-phantasmal tool). Damage reduced by 5 hardness (crystal-ice density + evaporating spore-mists), bypassed by silver fire or reality-anchoring magic. Ranged attacks -2 from drifting nightmare clouds (passive Nightmare Chill). Safety scaling: triple AC (45) designated safe, double (30) somewhat safe, normal (15), half (7) unsafe, auto-hit deathly. Mundane <10 ignored via passive deflection. At 0 HP, passives/actives cease—petals freeze shut, tendrils retract inert—leaving mundane seed until repaired, still in held slot without pain.

Repair demands tier 2+ character/gestalt in somewhat safe+ area for 10-minute concentration ritual, active Mind’s Eye scanning “fractured nightmares” (HP deficit/spore dissonance). Chant Mourning Sky’s frozen lament while crushing a petal to inhale 5 mana boost as silver fire frost; restores 1d10 + tier (1d10 + 2) HP/minute to 40 max. Illusion/cold damage requires extra: vial Nightmare Extract or Frostbloom Sap (library advantage from prior scans). Short partials regain 1d6/hour sans mana (risk one passive offline). Full needs long rest for “refrost,” regaining charges. Extradimensional storage blocks (auto-unattunes). Excess mana harmless. 3+ disables/week: -1 active rolls until purification quest (ice-cavern rite or mold-spore communion). Intermediate alchemy/enchanting artisans halve time (DC 15 + damage % check) with alchemical vat/crucible. Post-repair, auto-reattunes via chilling spore-tug (tier sense limits). Balances area-denial power with sabotage in frost-wars, illusion-duels, or spore-boss fights.

In Saṃsāra, the Cryo-Phantasma Bloom #883 is a literally unique tier-2 artifact. Only one exists at any moment, fusing the lethal frost-sorrow of the Frostbloom Vine with the nightmare illusions of Spatial Illusion 47 of Affliction. It never appears in mundane markets; when it changes hands, it is through perilous, secretive channels where poisoners, illusionists, and frost-sorcerers vie in shadowed bids.

  1. The Frozen Nightmare Exchange (cavernous auction halls beneath glacial metropolises like the Iceveil Spire, accessible only during perpetual blizzards) Sale method: Public-yet-veiled auction overseen by masked frost-alchemists and dream-weavers. Bidders submit hallucination-proofs (self-inflicted nightmares survived) before entry; highest bid wins amid spore-filled air. Cost: 42–92 platinum (420–920 gold equivalent), skyrocketing when rival cabals or gestalt ice-dragons compete. Trades in pure Nightmare Extract vials or uncorrupted Frostbloom hearts are standard add-ons.
  2. The Mourning Cabal Vaults (hidden spore-chambers in brown mold-infested ice-caverns, reached via illusion-veiled portals) Sale method: Private transference to a “worthy griever” after a 3-day vigil of inhaling hallucinatory frost-mists, proving madness-resistance. Cost: 35–65 platinum plus a binding pact of eternal sorrow (violation curses with unending phantom chills).
  3. Black-Market Spore-Dens (drifting ice-berg bazaars in polar seas, frequented by sahuagin poison-lords and nightmare-smugglers) Sale method: Back-alley spore-trade from looters of fallen priestesses; verified by alchemical sniff-tests. Cost: 28–58 platinum (lower if seller flees cabal hunters; higher with provenance spore-samples).
  4. Alchemical Dream Conservatories (floating frost-lotus academies orbiting polar ley-nodes) Sale method: Loaned to prodigy alchemists; permanent claim requires brewing a canonical nightmare-elixir accepted into both frost and illusion grimoires. Cost: 50 platinum + elixir canonized in dual traditions.
  5. The Wandering Blizzard Caravan of Frozen Grief (nomadic ice-sled fleet haunting arctic trade routes every 9 years) Sale method: Matriarch tests buyers via a night of shared hallucinations under the caravan’s spore-canopy. Cost: 40–70 platinum plus a vial of personal grief-tears (distilled from true loss).
  6. Recovery from Eclipse-Frozen Rifts (looted from Mourning Sky’s shattered tear-sites or mold-vine cataclysms) Sale method: Surfaced by deep-scavengers, fenced through neutral spore-guilds before cabals arrive. Cost on grey market post-loot: 32–62 platinum, with frantic sellers vanishing soon after.
  7. Archon Spore-Hoard Pacts (celestial frost-archons who covet nightmare-plants) Sale method: Traded for boons like freezing a rival’s dream-realm or harvesting a star’s frozen tear. Cost: 75+ platinum value in cosmic poisons or tier-3 affliction relics.

Non-unique tier-2 items range 4–12 platinum. As the sole Cryo-Phantasma Bloom #883, embodying grief-forged frost-nightmares with unmatched area-denial, its price crowns tier-2 excess, spilling into low tier-3 when spore-lords or dream-tyrants bid. Coin mingles with grief-pacts, nightmare-oaths, and frozen essences.

In the glacial streets of a somewhat safe walled city like Iceveil Spire, where AC doubles amid frost-guard patrols and spore-ward braziers, the Cryo-Phantasma Bloom #883 dominates affliction RP. Tier-2 frost-illusionist Vespera, seed blooming in her off-hand amid a spore-smuggler’s ambush, passives activate: Frostbite Aura chills 15 ft assailants (1d4 cold/round + speed halved), Nightmare Chill disadvantages their fear saves in the sub-zero alleys. Defensively, as ice-daggers fly (doubled AC + Phantasmal Veil GInv in street-lamps’ dim), she deploys Eclipse Mirage—5 illusory duplicates scatter, exploding for 4d6 cold on contact while real Vespera Cryo-Poison Touches a thug (+1d6 poison+cold, Confusion hallucinating allies as foes). Offensively, Phantom Frost Tendrils lash 30 ft (+7 hit, 2d6 cold+poison pull), grappling leaders into Bloom of Frozen Dread (30 ft 3d6 cold+psychic/round, WIS fail fright/poison/restrain by ice-vines), ritual-chanting grievances for +25% damage as silver fire names the boss from spore-scent.

Deep in Iceveil’s Alchemical Vaults (somewhat safe, doubled AC from rune-seals), cabal intrigue demands hallucinatory denial RP. Vespera’s Bloom passives foil: Nightmare Chill disadv scryers’ illusions, Phantasmal Veil hides her first strike. Defensively vs toxin-gas trap, Frostbite Aura slows pursuing alchemists (speed 0), Eclipse Mirage dupes tank gas-hits (explosions chilling reinforcements). Offensively, Tendrils snake through vents (grapple/disadvantage venom), Bloom floods chamber (restrained chemists clawing phantom-maws), true-name doubled silver fire post-ritual grievance-chan.

Across normal arctic tundra trails linking ice-islands, Bloom fuels survival-affliction RP. Gestalt spore-weaver Kai (Frostbloom swarm + nightmare-druid avatars, tier-2 senses), seed-petals tasting winds, passives map: Cryo-Poison Touch laces swarm-bites, Frostbite Aura freezes tundra-beasts. Defensively vs yeti pack, Phantasmal Veil GInv in snow-dusk (adv first counter), Bloom restrains alphas (3d6 psychic shattering morale). Offensively, Tendrils 30 ft harvest glands (+poison pull), Mirage dupes explode amid pack (4d6 cold chaos), Eclipse ritual names elder from mold-pheromones.

In unsafe blizzard-swept polar coasts (AC halved amid aurora-raiders), aggressive nightmare RP counters peril. Illusionist Soren, halved defenses iced by spears, passives shine: Nightmare Chill disadv raider fear, Aura slows advance. Defensively, Mirage dupes draw fire (explosions chill flanks), Tendrils grapple anchors for evasion. Offensively, Bloom’s 30 ft vines restrain horde (fright/poison), Phantom strikes chieftain (venom disadv), silver fire doubled via true-name from frost-breath.

Plunging into deathly glacial abyss megacities’ frozen voids (auto-hits everywhere), Bloom is spore-lifeline. Tier-2 gestalt (ice-mold swarm + affliction-monk), blooming lotus in void-blizzard, passives amid auto-claws: Phantasmal Veil adv strikes, Aura halves speed. Defensively, mana boost holds 1 HP, Mirage tanks phantom-hits (dupes explode). Offensively, Tendrils phase stone-veins (grapple queen-pod), Bloom floods hive (restrained drones), ritual silver fire names from spore-nightmares.

Aloft in frost-zeppelin armadas over polar seas, Bloom commands aerial terror RP. Captain Thorne’s fleet, seed floating palm-dusk, passives align: Aura chills boarders, Veil GInv. Defensively vs frost-wyrm dives, Bloom restrains mid-air (slow crash), Mirage dupes explode wings. Offensively, Tendrils snag lev-crystals (poison pull), Eclipse ritual names wyrm from mold-reek.

Naval ice-breakers in somewhat safe rune-holds (doubled AC), vs mold-cult krakens. Mira’s Bloom IDs ink-traitors; defensively, Mirage clouds tentacles, Aura slows breaches. Offensively, Tendrils harpoon rift-heart (venom), Bloom floods hold (restrained cultists), Lotus silver seals.

Designated safe frost-inns (tripled AC), attune/plan: Nightmare Chill scans veiled guests, passives boost library Mind’s Eye (disadv foe-perception), prepping Bloom-traps outside.

Crumbling ice-ruin vaults (normal-unsafe, shifting floes), passives unveil mold-guardians; defensively, Veil overwrites poisons, offensively Tendrils disarm afar, Bloom restrains awakened horrors.

Underground glacial warrens (unsafe/deathly), swarm-gestalt deploys Mirages decoys, Bloom mass-afflicts hives.

Floating aurora-arcologies, mists counter lightning, seed blooms in storm-dusk.

Polar-fringe slums mix normal/unsafe; urban molds afflicted via Bloom for turf-freezes, Tendrils rooftop poisons.

Each environment layers Bloom’s frozen nightmares atop Saṃsāra’s tiers, gestalts, and spore-perils, crafting wielders into grief-weaving maestros of icy affliction.

Perception of Activation: Cryo-Phantasma Bloom #883

Sight User’s Perspective: The midnight-blue ice-crystal seed cracks open like a black rose struck by lightning. Five translucent petals unfurl in impossible slow motion, each petal simultaneously solid frost and writhing shadow. A five-petaled lotus of frozen nightmare blossoms in the palm, exhaling visible clouds of hallucinatory frost that solidify into screaming faces before dissolving. The five vine-tendrils lash outward, thorns weeping slow droplets of liquid shadow that hang in the air like black stars. Observer’s Perspective: A fist-sized black ice-rose explodes into a floating obsidian lotus wreathed in writhing darkness. Five thorned vines whip outward, trailing frost-smoke and droplets that freeze mid-air into tiny screaming skulls before shattering. The temperature visibly plummets; breath crystallizes instantly within 30 feet. Positives: Impossible to miss; allies instantly know area-denial is active. Negatives: Visible from 500+ feet in darkness; ruins stealth completely.

Sound User’s Perspective: Absolute silence falls, broken only by the slow crystalline cracking of petals opening and the wet drip of poison hitting frozen air. Inside the silence, distant screams echo from nowhere. Observer’s Perspective: All ambient sound within 60 feet is swallowed; only the slow crack of ice and wet dripping remains, carried unnaturally far. Positives: Perfect ambush tool; verbal spell components fail inside radius. Negatives: Allies cannot hear warnings or coordinate.

Smell User’s Perspective: Overwhelming wave of frozen grave-soil, burnt cinnamon, and the copper tang of old blood mixed with ozone after a lightning strike on corpses. Observer’s Perspective: A 40-foot sphere of freezing, corpse-sweet rot rolls outward, unmistakable and nauseating. Positives: Breaks morale instantly; may trigger nausea (disadvantage). Negatives: Lingers on wielder for days; perfect tracking scent.

Taste User’s Perspective: Liquid nitrogen mixed with spoiled honey and grave-dust. Positives: Instantly counters ingested poisons. Negatives: Causes involuntary retching for 1 round after activation.

Touch User’s Perspective: The seed becomes weightless yet anchored to the palm by threads of frozen pain; tendrils feel like extensions of thought, each droplet impact registering as phantom stab wounds in the mind. Observer’s Perspective: Skin contact with the frost-cloud causes instant frostbite (1 cold damage/second). Positives: Perfect tactile feedback through 30-ft tendrils. Negatives: Damage to tendrils causes real psychic pain (1d4 per 10 damage taken by tendril).

Extra-Sensory Perceptions

Frozen Nightmare Resonance User’s Perspective: Every creature within 60 feet appears as a frost-cracked statue leaking black blood; their worst fears manifest as brief, screaming illusions only you can see clearly. Positives: Perfect knowledge of fear vulnerabilities and mental state. Negatives: Witnessing too many intense fears risks brief catatonia (stunned 1 round).

Grief-Thread Mapping User’s Perspective: Silver threads of frozen sorrow connect every living being to their deepest loss; you may intuitively sever or strengthen these threads. Positives: Once per activation, redirect up to 30 incoming damage to psychic healing of an ally. Negatives: Severing a thread causes 2d6 psychic backlash to wielder.

Temporal Frost-Slip User’s Perspective: For 6 seconds after blooming, time within 30 feet slows ~40 %; reactions become preternaturally sharp. Positives: Once per activation, treat initiative as natural 20 for first round. Negatives: When effect ends, 1 round of frost-lag (–2 Dexterity checks).

Phantasmal Venom Intuition User’s Perspective: You taste the exact moment poison will take effect in any creature touched by droplets or tendrils. Positives: May delay or accelerate poison onset by 1 round at will. Negatives: Tasting inevitable death causes 1d4 psychic damage per creature doomed.

Crafting Recipe: Rite of the Cryo-Phantasma Bloom

Items Merged

Additional Materials Needed

  • 1 Tear of the Mourning Sky (single drop of frozen starlight captured during triple-moon eclipse)
  • 5 Obsidian Nightmare Thorns (harvested from a dreaming ice-wraith under new moon)
  • 1 vial of Brown Mold Spore-Essence (distilled from living mold at –50 °C
  • 1 ounce of Void-Frozen Quicksilver (quicksilver flash-frozen at the moment a star winks out)
  • 1 length of Nightshade Lotus Silk (woven by blind spiders in perpetual eclipse darkness)
  • 1 drop of the crafter’s own blood, willingly frozen and shattered

Tools Required

  • Eclipse-Forged Cryocrucible (black ice cauldron that exists only during triple eclipse)
  • Nightmare Needle Set (five obsidian needles still containing captured screams)
  • Living Frostloom (hand-loom grown from Frostbloom roots, kept alive in darkness)
  • Mourning Bell (struck only by frozen breath)
  • Triple-Eclipse Ritual Circle (drawn in void-salt under open polar sky)

Skill Requirements

  • Enchanting (Expert)
  • Alchemy – Poisons (Advanced)
  • Illusion Magic (Advanced)
  • Herbalism – Cold Plants (Advanced)
  • Planar Knowledge – Nightmare Realms (Intermediate)

Crafting Steps (must be performed in one unbroken night of triple-moon total eclipse in a polar wasteland)

  1. Preparation (first shadow touches first moon) Place the living Frostbloom Vine and the charged orb at the center of the Triple-Eclipse Ritual Circle. Surround with a perfect ring of Void-Frozen Quicksilver droplets that freeze into a solid circle.
  2. The Frozen Lament (exact totality begins) The crafter (must have personally harvested both originals) speaks their deepest grief aloud while crushing one drop of their own blood into snow; the Mourning Bell is struck with frozen breath. The orb begins to weep liquid shadow; the vine drinks it and turns midnight-blue.
  3. The Nightmare Seed (mid-eclipse) Drop the Tear of the Mourning Sky into the Cryocrucible containing the five Obsidian Nightmare Thorns. The thorns drink the tear and sprout into frozen vine-tendrils.
  4. Weaving the Bloom (next 19 minutes) While the vine is still drinking nightmare essence, use the five Nightmare Needles to guide the living tendrils as they pierce and consume the orb. The orb’s runes flow into the vine’s petals, turning them translucent shadow-ice.
  5. Spore and Silk Binding (final minute before light returns) The crafter wraps the merging mass in Nightshade Lotus Silk while exhaling Brown Mold Spore-Essence directly onto it. The silk fuses with frost, becoming the petals’ living membrane.
  6. Sealing Eclipse (first starlight after totality ends) Strike the Mourning Bell one final time with a scream of genuine grief. The vine and orb collapse into a single fist-sized seed of midnight-blue ice-crystal. Five thorned tendrils unfurl once, weeping hallucinatory droplets freeze mid-air into tiny screaming faces, then the completed Cryo-Phantasma Bloom #883 settles into the crafter’s palm, its unique number appearing in living frost along one petal.

Upon completion, both original items cease to exist separately. Only the new tier-2 Cryo-Phantasma Bloom remains, and its number will endure until the artifact is one day destroyed and the rite performed anew under the next triple eclipse.

Flower That Ate Night and Wept Day

Before the world had edges, before sorrow had a name, before even the stars knew how to die, there was only the Great Cold that dreamed.

In that time the Cold had a child. The stones, half-buried in ice older than language, call the child only She-Who-Froze-Her-Own-Heart. Some say she had no mouth. Some say she had every mouth that ever screamed in darkness.

She walked where the sky touched the ground and the ground forgot it was ground. She carried two things that were not yet things.

One was a vine born where frost kissed rot, a vine that drank the tears of the sky and grew thorns sharp enough to cut memory. The other was a black sphere that held every bad dream the world had ever spat out, a sphere that whispered “remember me” to anything that came too close.

She walked until the vine began to sing with voices that were not its own. She walked until the sphere began to freeze with cold that was not its own.

Then came the night that is only called the Night-That-Swallowed-Three-Moons. The moons fell into the same shadow. The vine bloomed black. The sphere cracked like an egg full of screams.

She-Who-Froze-Her-Own-Heart stood where nothing stood before. She pressed the vine into the sphere. She pressed the sphere into the vine. She did not speak. She only breathed once, a breath that tasted of endings.

The vine drank the sphere. The sphere drank the vine. And from their drinking was born a single flower: five petals of frozen night, five thorns that wept slow tears of poison that were also tears of light.

When the moons crawled out again, ashamed and small, the woman was gone. Only the flower remained, floating where her heart had been, opening and closing like a mouth that could never decide whether to scream or to heal.

Since that night-without-name the flower has drifted from hand to hand. It has frozen armies in their tracks while they clawed at phantoms that wore their mothers’ faces. It has healed dying children by showing them dreams so terrible the pain felt small. It has never chosen between mercy and torment. It only blooms.

Every keeper thinks they command it. Every keeper wakes to find it gone, carried away by a wind that smells of their own worst memory.

The oldest stones, cracked by frost and by weeping, still try to speak the ending, but the cold steals the words before they finish:

Moral of the story: The flower that is born of frost and nightmare cannot be owned. It can only be carried until the carrier becomes the carried. And the hand that tries to close around both poison and healing will learn that some things are meant to stay open forever.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition) Cryo-Phantasma Bloom

Description: A fist-sized midnight-blue ice-crystal seed eternally blooming a five-petaled lotus of frozen nightmare, with five thorned vine-tendrils weeping hallucinatory poison. Grants frost-nightmare affliction, but risks sanity-shattering visions.

Effects: Attunement ritual (1 hour in sub-zero darkness). +25% to Occult (illusions/poison), Spot Hidden (cold/dark), and Poisoning rolls. 15-yard Frostbite Aura (1d4 cold damage/round, -10 ft speed).

Special Abilities:

  • Bloom of Frozen Dread: 1/day, 30-yard radius 2 minutes: 3d6 cold + 3d6 psychic/round; POW roll resists or frightened/poisoned/restrained by ice-vines.
  • Phantom Frost Tendrils: 3/day, extend 30 yards: ranged attack 60% (2d6 cold + 2d6 poison + pull 10 yards) or grapple (escape POW ×5).
  • Eclipse Mirage: 1/day, 5 illusory duplicates (1d6 minutes; real 2d6 cold/psychic touch, explode 4d6 cold 10-yard burst).

Sanity Cost: 1d8/1d20 first use (frozen phobia); 1d6/2d10 repeats. Overuse (3+/day): 1d6 permanent SAN (endless icy hallucinations). Usage: 1 major ability per lunar phase safely.


Blades in the Dark Cryo-Phantasma Bloom

Item Load: 1

Special Abilities:

  • Frostbite Aura: 15-yard enemies -1d Athletics/Reaction (1d4 cold/round, speed halved).
  • Nightmare Chill: Enemies 30 yd -1d resist fear/illusion in cold.
  • Phantasmal Veil: +1d Prowl dim/dark (GInv effect); first attack +1d.
  • Cryo-Poison: Natural attacks +1d6 poison +1d6 cold (Confusion 1 round).
  • Frozen Dread Bloom: 1/score, 30 yd 2 min: 3d6 cold/psychic/round; resist or frightened/poisoned/restrained.
  • Frost Tendrils: 3/score, 30 yd attack +7 (2d6 cold/poison pull) or grapple DC 17 (disadv 1 min).
  • Mirage Eclipse: 1/score, 5 duplicates 1 min (2d6 cold/psychic touch; explode 4d6 cold).

Limitations: Desperate: +2 stress. Overuse risks level 4 corruption (eternal frost-haunts).


Dungeons & Dragons (2024) Cryo-Phantasma Bloom

Wondrous item, rare (requires attunement)

This fist-sized ice-crystal seed blooms a nightmare lotus with thorned vine-tendrils.

While attuned:

  • Frostbite Aura: 15-ft enemies 1d4 cold damage/round + speed halved.
  • Nightmare Chill: Enemies 30 ft disadvantage saves vs fear/illusion below freezing.
  • Phantasmal Veil: Greater Invisibility dim/dark; advantage first attack.
  • Cryo-Poison Touch: Unarmed/natural +1d6 poison +1d6 cold (DC 17 WIS or Confusion 1 round).

3 charges, regain 1d3 at midnight:

  • Bloom of Frozen Dread (3 charges). 30-ft radius 2 minutes: 3d6 cold +3d6 psychic/round; DC 17 WIS or frightened/poisoned/restrained (ice-vines). 1/long rest.
  • Phantom Frost Tendrils (1 charge, bonus action). 5 tendrils 30 ft: ranged +7 (2d6 cold +2d6 poison +10 ft pull) or grapple (escape DC 17, disadvantage attacks/saves 1 min).
  • Eclipse Mirage (1/long rest). 6 illusory duplicates (1 minute; 2d6 cold/psychic touch, explode 4d6 cold 10 ft on destroy).

Curse. 3 uses/24 hours: 5d6 cold (DC 17 CON half); inactive till midnight.


Knave (2nd Edition) Bloom of Cryo-Phantasma

Wondrous item (1 slot; attunes in 1 turn)

Ice-crystal seed blooming nightmare lotus with thorn-vines. While attuned: 15′ Frostbite Aura (1d4 cold/rd + speed half); enemies 30′ disadv fear/illusion cold; GInv dim/dark + adv first atk; unarmed +1d6 poison +1d6 cold (WIS test or Confusion 1 rd).

Frozen Dread Bloom (1/day). 30′ 2 min: 3d6 cold +3d6 psychic/rd; WIS test or frightened/poisoned/restrained.

Frost Tendrils (3/day). 5 tendrils 30′ atk +7 (2d6 cold +2d6 poison +10′ pull) or grapple (escape WIS, disadv 1 min).

Eclipse Mirage (1/day). 6 duplicates 1 min (2d6 cold/psychic touch; explode 4d6 cold 10′).

Destruction: 0 HP (item HP 12, AD 14); repair: eclipse ritual (1 day, 200gp frost-nightmare mats).


Fate Core Cryo-Phantasma Bloom

Aspect: Cryo-Phantasma Bloom #883

Description: Fist-sized ice-crystal seed blooming nightmare lotus with thorned vine-tendrils weeping hallucinatory poison.

Invoke: For cold/poison attacks, fear/illusion denial, area affliction, or phantom reach. +2 on relevant rolls. Compel: Frozen nightmares haunt wielder/allies, frostbite slows escape, or illusions betray.

Stunts:

  • Frozen Dread Bloom: Once per session, 30-ft radius 2 min (create “Afflicted: 3d6 cold/psychic/round” advantage; resist or frightened/poisoned/restrained).
  • Phantom Frost Tendrils: +2 Fight/Crafts 30-ft remote atk/grapple (2d6 cold/poison pull, disadv 1 min) (3/scene).
  • Eclipse Mirage: +2 Deceive 6 illusory duplicates 1 min (2d6 cold/psychic touch; explode 4d6 cold).
  • Frostbite Aura (Passive): 15-ft enemies -2 Athletics (1d4 cold/round + speed halved); Nightmare Chill disadv fear/illusion cold.

Numenera & Cypher System Cryo-Phantasma Bloom

Level: 6

Description: Midnight-blue ice-seed blooming five-petaled nightmare lotus with thorn-vines.

Effect: Activate 10 min: 15-ft Frostbite Aura (1d4 cold/round + speed halved); Nightmare Chill disadv fear/illusion cold; Phantasmal Veil (GInv dim/dark + adv first atk); Cryo-Poison Touch (+1d6 poison +1d6 cold, Confusion 1 round).

Additionally:

  • Frozen Dread Bloom: 30-ft radius 2 min (3d6 cold +3d6 psychic/round; Might resist or frightened/poisoned/restrained) 1/day.
  • Phantom Tendrils: 5 tendrils 30 ft atk +7 (2d6 cold +2d6 poison pull) or grapple (disadv 1 min) 3/day.
  • Eclipse Mirage: 6 duplicates 1 min (2d6 cold/psychic touch; explode 4d6 cold 10 ft) 1/day.

Depletion: 1 in 1d20 (major use).


Pathfinder (2nd Edition) Cryo-Phantasma Bloom

Item 10

WONDROUS ITEM, RARE, INVESTED (HELD)

Usage held in 1 hand; Bulk L

Ice-crystal seed blooming nightmare lotus with thorn-vines.

While invested: 15-ft Frostbite Aura (1d4 cold/round + -10 ft speed enemies); Nightmare Chill (disadv fear/illusion saves cold); Phantasmal Veil (greater invis dim/dark + adv first atk); Cryo-Poison Touch (+1d6 poison +1d6 cold; DC 28 Will or confused 1 round unarmed).

Activate 3 actions (command, Interact); Frequency 1/day; Effect Frozen Dread Bloom: 30-ft radius 2 min (3d6 cold +3d6 psychic/round; DC 28 Will or frightened/poisoned/restrained ice-vines).

Activate 2 actions (command, Interact); Frequency 3/day; Effect Phantom Tendrils: 5 tendrils 30 ft atk +17 (2d6 cold +2d6 poison +10 ft pull) or grapple (escape DC 28, disadv attacks/saves 1 min).

Activate 1 action (command); Frequency 1/day; Effect Eclipse Mirage: 6 duplicates 1 min (2d6 cold/psychic touch; explode 4d6 cold 10 ft).

Destroy 60 HP, Hardness 15 (frost halves physical).


Savage Worlds (Adventure Edition) Cryo-Phantasma Bloom

Description: Ice-seed blooming nightmare lotus with poison-thorn vines.

Traits:

  • Frostbite Aura (Passive): 15 yd enemies 1d4 cold/round + -2 Pace.
  • Nightmare Chill: Enemies 30 yd -2 Spirit fear/illusion cold.
  • Phantasmal Veil: GInv dim/dark + adv first atk.
  • Cryo-Poison: Natural +1d6 poison +1d6 cold (Spirit or Confusion 1 round).
  • Frozen Dread: Action (1/day), 30 yd 2 min (3d6 cold +3d6 psychic/round; Spirit or Shaken/Poisoned/Entangled).
  • Frost Tendrils: Bonus (3/day), 30 yd atk +7 (2d6 cold +2d6 poison +10 yd pull) or grapple (escape Spirit, -2 atk/saves 1 min).
  • Eclipse Mirage: Action (1/day), 6 duplicates 1 min (+2 Deceive; 2d6 cold/psychic touch, explode 4d6 cold).

Attune: 1 hr sub-zero dark. Backlash: 3d6 cold (no soak) 3+ uses/24 hrs.


Shadowrun (6th Edition) Cryo-Phantasma Bloom Focus

Description: Fist-sized midnight-blue ice-seed blooming nightmare lotus with thorn-vine tendrils weeping hallucinatory poison.

Type: Adept Focus, Rating 6 Availability: 14R Cost: 32,000¥

Effect: Complex Action: +3 dice Sleight/Poison/Deceive (cold/illusion) 10 min; 15m Frostbite Aura (1d4 cold/round + -2 Reaction); Nightmare Chill disadv fear/illusion cold.

Special:

  • Frozen Dread Bloom: 1/day, 30m radius 2 min (3d6 cold +3d6 psychic/round; Willpower resist or frightened/poisoned/restrained).
  • Phantom Tendrils: 3/day, 30m atk +9 (2d6 cold +2d6 poison + pull 3m) or grapple (escape Willpower, disadv 1 min).
  • Eclipse Mirage: 1/day, 6 duplicates 1 min (2d6 cold/psychic touch; explode 4d6 cold 3m).
  • Passive: Phantasmal Veil (GInv dim/dark + adv first); Cryo-Poison (+1d6 poison +1d6 cold, Confusion 1 round).

Drain: 6P major use. Binding: 1 hr sub-zero dark.


Starfinder (2nd Edition) Cryo-Phantasma Bloom

Item 12

WONDROUS ITEM, RARE, INVESTED (HELD)

Usage held in 1 hand; Bulk L

Midnight-blue ice-seed blooming nightmare lotus with thorn-vines.

While invested: 15-ft Frostbite Aura (1d4 cold/round + -10 ft speed); Nightmare Chill (disadv fear/illusion cold); Phantasmal Veil (greater invis dim/dark + adv first atk); Cryo-Poison Touch (+1d6 poison +1d6 cold; DC 32 Will or confused 1 round).

Activate 3 actions (command, Interact); Frequency 1/day; Effect Frozen Dread Bloom: 30-ft radius 2 min (3d6 cold +3d6 psychic/round; DC 32 Will or frightened/poisoned/restrained).

Activate 2 actions (command, Interact); Frequency 3/day; Effect Phantom Tendrils: 5 tendrils 30 ft atk +19 (2d6 cold +2d6 poison +10 ft pull) or grapple (escape DC 32, disadv 1 min).

Activate 1 action (command); Frequency 1/day; Effect Eclipse Mirage: 6 duplicates 1 min (2d6 cold/psychic touch; explode 4d6 cold 10 ft).

Destroy 96 HP, Hardness 20 (frost halves physical).


Traveller (Mongoose, 2nd Edition) Cryo-Phantasma Bloom Relic

Tech Level: 15 Cost: 320,000 Credits

Description: Ice-crystal seed blooming frozen nightmare lotus with poison-thorns.

Effect: Action 10 min: +3 DM Gunnery/Melee (cold/poison); 15m Frostbite Aura (1d4 cold/round + -2 DEX); Nightmare Chill disadv fear/illusion cold.

Additionally:

  • Frozen Dread Bloom: 1/day, 30m radius 2 min (3d6 cold +3d6 psychic/round; END resist or frightened/poisoned/restrained).
  • Phantom Tendrils: 3/day, 30m atk +9 (2d6 cold +2d6 poison +3m pull) or grapple (escape END, disadv 1 min).
  • Eclipse Mirage: 1/day, 6 duplicates 1 min (2d6 cold/psychic touch; explode 4d6 cold 3m).
  • Passive: Phantasmal Veil (GInv dim/dark + adv first); Cryo-Poison (+1d6 poison +1d6 cold, Confusion 1 round).

Attune: 1 hr sub-zero dark.


Warhammer Fantasy Roleplay (4th Edition) Cryo-Phantasma Bloom

Encumbrance: 0 Availability: Unique

Description: Ice-seed blooming nightmare lotus with thorn-vines.

Effect: Free Action (Channelling): 10 rounds +30 Melee/Ranged (cold/poison); 15 yd Frostbite Aura (1d4 cold/round + -2 M); Nightmare Chill disadv fear/illusion cold.

Traits:

  • Frozen Dread Bloom: 1/day, 30 yd radius 2 min (3d6 cold +3d6 psychic/round; WP test or frightened/poisoned/restrained).
  • Phantom Tendrils: 3/day, 30 yd atk +9 (2d6 cold +2d6 poison + pull 1 yd) or grapple (escape WP, disadv 1 min).
  • Eclipse Mirage: 1/day, 6 duplicates 1 min (2d6 cold/psychic touch; explode 4d6 cold 3 yd).
  • Passive: Phantasmal Veil (GInv dim/dark + adv first); Cryo-Poison (+1d6 poison +1d6 cold, WP or Confusion 1 round).

Miscast risk on Channelling.