Lore
- In the bustling artisan quarters and wax-chandler guildhalls of ancient port cities across the Tasian and Badarian regions, master chandlers crafted specialized charms to aid in the delicate, dangerous work of melting tallow, rendering beeswax, and infusing sacred aromatics.
- Apprentices and journeymen were gifted these charms upon mastering the art of the unbroken wick, binding small embers of elemental fire and purifying essence into brass to protect the workshop from accidental blazes while maintaining steady, smokeless flames.
- Charm 319 was originally forged during the month of Hathor by a devout artisan of the Lamp-Bearers’ Fellowship, dedicated to the deities of light, clarity, and domestic protection.
- Over generations, traveling merchants and temple attendants began attaching these charms to their personal chains and bracelets to carry steady illumination, scent-crafting mastery, and warding auras into dark ruins and untamed roads.
- The talisman remains a prized token among artisans, scouts, and nocturnal scholars who value clean light, steady hands, and protection against encroaching dark spirits.
Description
- The charm is a miniature, hollow-cast yellow brass lantern roughly the size of an acorn, detailed with open filigree archways inspired by traditional Middle Eastern lattice screens (mashrabiya).
- Inside the brass housing sits a small, pale white ceramic cabochon sculpted to resemble a dripping candle stump with an unburnt braided cotton wick protruding from its top.
- Minute protective script and verses dedicated to gods of illumination and hearthside vigilance are engraved in flowing calligraphic lines along the octagonal base and domed roof of the lantern.
- When held or worn, the charm remains gently warm to the touch, releasing a faint, comforting fragrance of clean beeswax, crushed frankincense, and dried bayberry.
- When activated, the ceramic wick ignites with a steady, pearlescent golden flame that casts no heat to the wearer yet shines with unnatural clarity through the brass lattice.
Detailed Stats
- Item Tier: Tier 1 (Common)
- Item Slot: Neck Slot, Arm Slot (Bracelet), Leg Slot (Anklet), or Tool Belt Ring (attaches to an existing chain, cord, or loop without occupying an independent primary limb slot)
- Armor Check (AC): +1 Armor Check (AC)
- Resilience: 10
- Item Health Points (HP): Avatar Maximum HP + 10 HP (Resilience 10 x Tier 1)
- Item Weight: 0.15 lbs
- Attunement Type: Simple Attunement (Requires 1 minute of meditation while holding the charm over a lit candle or dipping it into warm melted wax)
- Broken Threshold: 50% or less of total item health points (loses active and passive magical properties until repaired with brass solder and fresh tallow)
- Destruction Threshold: 0 HP (destroys the charm, leaving behind brittle brass shards and a cracked ceramic core)
Passive Magic
- Chandler’s Steady Hand:
- Grants the wearer +1 trained skill point to Craft (Candlemaking/Waxworking), Alchemy (Aromatics), and Sleight of Hand checks involving hot liquids, open flames, or fine wick threading.
- Protects the wearer’s hands and forearms from mundane heat, wax burns, and boiling tallow up to 100°C.
- Aegis of the Guiding Flame:
- When attached to a worn necklace or bracelet, the charm projects a subtle kinetic deflection field, granting +1 Armor Check against physical projectile and slashing attacks.
- Passively prevents mundane drafts, rain, and light winds from extinguishing non-magical candles, lanterns, and small torches carried within a 10-foot radius of the avatar.
- Aromatic Purification Aura:
- Constantly diffuses a low-intensity, purifying scent of consecrated beeswax and frankincense in a 10-foot radius around the avatar.
- Neutralizes foul odors, suppresses nausea effects from stagnant air or toxic rot, and deters mundane swarming insects from landing on the wearer.
Activable Magic
- Ignite the Ever-Wick (Normal Somatic Chant):
- Action Cost: 1 Action
- Casting Type: Somatic (lightly pinching the top of the charm and speaking a short prayer of light; under 6 seconds).
- Effect: Ignites the miniature ceramic wick inside the brass cage with a bright, smokeless golden flame. Sheds bright light in a 20-foot radius and dim light for an additional 20 feet for up to 4 hours. The flame requires no fuel, creates no smoke, and cannot be snuffed by non-magical wind or water.
- Cooldown: Usable 3 times per day; all expended charges replenish at dawn.
- Molten Wax Spray (Silent or Somatic Release):
- Action Cost: 1 Action
- Casting Type: Silent (Instantaneous, 25% damage penalty) or Normal Somatic (Standard delivery).
- Effect: The charm discharges a pressurized jet of searing, enchanted golden wax at a single hostile target within 30 feet.
- Damage: Base item damage of 1d6 fire/force damage + 1d4 Tier 1 die. If cast silently, base damage is reduced by 25%. If the target’s true name is spoken during the somatic casting, total damage is doubled. The target must succeed on an agility/reflex save or suffer the Slowed condition for 1 round as the hardening wax coats their joints.
- Vigil of the Sacred Tallow (Ritual Chant):
- Action Cost: 10 continuous minutes of chanting while tracing a circular boundary with wax drippings or scented oil.
- Casting Type: Ritual (Reciting ancient gilding and warding verses for greater than 6 seconds; increases spell potency by up to 25%).
- Effect: Wards a campsite, workshop, or room up to a 20-foot radius for 8 hours. The warded area repels minor ethereal entities, low-tier undead, and shadows, while alarming the avatar via an audible chime if any hostile creature crosses the wax perimeter.
Tags
Charm, Amulet, Talisman, Accessory Attachment, Neck Slot, Arm Slot, Leg Slot, Tier 1, Common, Candlemaker, Crafting, Light, Fire Damage, Abjuration Focus, Aromatics, Purification, Wick, Brass, Hollow-Cast, Filigree, Wax, Tallow, Frankincense, Steady Hand, Scent-Crafting, Deters Insects, Mashrabiya
Commercial Hubs and Trade Venues for Charm 319 of the Chandler’s Wick
Guildhall Mercantiles and Chandler Workshops
- Shop Environment:
- Located in dedicated artisan quarters, market squares, and craft-guild rows of major island port cities.
- Run by master wax-chandlers, tallow-renderers, and licensed guild stewards wearing heavy leather aprons stained with aromatic resins and beeswax.
- The interior is fragrant with rendering fats, bayberry oils, and frankincense, lined with cooling racks of dipped taper candles, carved votives, brass molds, and glass cabinets showcasing guild-certified charms.
- Purchasing Mechanics and Cost:
- The baseline price for this Tier 1 Common item is standardly set at 10 Silver (equivalent to 1 Gold or 2 Electrum).
- Avatars holding active, recognized credentials in an Artisans’ League, Candlemakers’ Guild, or Apothecaries’ Union receive a standard 10% tier discount, lowering the cost to 9 Silver.
- Payments are finalized through direct physical coinage or via immediate ledger transfer into the shopkeeper’s World Bank account as confirmed through the avatar’s Mind’s Eye.
- Selling Mechanics and Cost:
- Guildmasters inspect the brass lattice for warping, verify the unburnt condition of the ceramic wick, and test the flow of its aromatic aura.
- Shops offer approximately 90% of base value to a Tier 1 seller, paying 9 Silver directly into the avatar’s World Bank account or in freshly minted coin.
- The transaction is entered into the guild’s ledger, registering the transfer of guild-marked craftsmanship.
Temple Repositories and Sacred Reliquaries
- Shop Environment:
- Situated within temple courtyards, cathedral cloisters, and sacred shrine complexes dedicated to deities of light, hearth, and dawn.
- Managed by monastic stewards, acolyte keepers, and sacred scriveners dressed in clean linen vestments.
- Charms are displayed atop velvet-lined cedar stands alongside sanctified oils, ceremonial censers, purification incenses, and blessed ritual tapers.
- Purchasing Mechanics and Cost:
- Retail prices in holy sanctuaries generally range between 11 and 13 Silver (or 1.1 to 1.3 Gold), with a portion of proceeds directed toward temple upkeep and public alms.
- Initiates, clerics, or paladins of affiliated faiths receive the standard 10% religious guild discount upon presenting their holy seal.
- Transactions are settled via church ledger transfers to the World Bank or through consecrated silver donations.
- Selling Mechanics and Cost:
- Stewards purchase intact charms to re-supply traveling pilgrims, cloistered acolytes, and shrine wardens, offering 8 to 9 Silver to a Tier 1 seller.
- Payouts are made directly into the avatar’s World Bank account accompanied by a formal temple receipt.
Caravanserai Bazaars and Traveling Curio Wagons
- Shop Environment:
- Found at crossroads hubs, nomadic oasis camps, and river ferry landings where diverse trade routes converge.
- Operated by roaming tinkers, peddlers, and exotic curio merchants who travel between distant island provinces in reinforced caravans.
- Items are hung from brass hanging scales, tucked into mirrored display trunks, or arranged alongside dried herbs, lanterns, and small metal charms.
- Purchasing Mechanics and Cost:
- Due to fluctuating wilderness supply lines and remote demand, retail prices vary between 10 and 14 Silver (or 1 to 1.4 Gold).
- Faction and guild discounts apply only if the wandering merchant clan maintains mutual trade compacts with the avatar’s home city.
- Merchants accept standard minted coins, electrum ingots, and certified trade scrip.
- Selling Mechanics and Cost:
- Itinerant peddlers buy portable light and crafting charms for quick resale along hazardous night routes, offering 7 to 8 Silver.
- Payment is issued in physical coinage or through secure regional World Bank drafts.
Under-Market Fences and Shadow Guild Dens
- Shop Environment:
- Hidden within cellar vaults beneath dockside taverns, disused sewers, or nocturnal flea markets in lawless border settlements.
- Run by unlicensed scrap dealers, fence syndicates, and tomb scavengers who traffic in unrecorded goods and reclaimed adventuring gear.
- Items are stored in rough burlap bundles or locked iron chests without guild inspection marks or origin papers.
- Purchasing Mechanics and Cost:
- Illicit dealers sell charms at steep markups between 13 and 17 Silver (or 1.3 to 1.7 Gold), catering to night operatives, stealth infiltrators, and outlaws needing smokeless light and silent warding.
- No guild discounts are honored; prices remain non-negotiable.
- Purchases require physical cash transactions in gold or silver; World Bank digital transfers are strictly refused.
- Selling Mechanics and Cost:
- Fences buy unverified charms quickly with no inquiries regarding previous ownership or guild marks.
- Sellers receive a swift cash payout of 6 to 7 Silver in hard coin, though an immediate high-priority contract for an infiltration tool can occasionally drive the offer up to 9 Silver.
Roleplay Applications Across Environments: Offensive Tactics and Defensive Operations
Subterranean Tombs, Crypts, and Ancient Catacombs
- Defensive Roleplay Operations:
- Navigating lightless, subterranean crypts presents constant risks of ambushes from lurking ghouls and asphyxiation from pocketed sewer gases.
- The avatar wears the miniature brass lantern attached to their bracelet; invoking Ignite the Ever-Wick fills the pitch-black corridor with steady, radiant golden light across a 20-foot radius that cannot be snuffed out by stagnant air, subterranean drafts, or damp water drips.
- The charm’s Aromatic Purification Aura continuously diffuses the soothing scent of frankincense and beeswax, actively neutralizing the nauseating stench of rotting corpses and damp mildew to keep the party steady and clear-headed.
- During a rest break in a sealed burial vault, the avatar conducts the Vigil of the Sacred Tallow ritual, tracing a circle of wax drippings to ward off encroaching shadows and ethereal specters for 8 hours while providing an audible chime if tomb scavengers approach.
- Offensive Roleplay Operations:
- When confronted by swarming carrion beetles or shadow beasts lurking along the stone ceiling, the avatar raises their wrist and unleashes a Molten Wax Spray.
- A pressurized jet of searing, enchanted golden wax shoots up to 30 feet, striking the lead creature with thermal force.
- As the molten spray coats the creature’s limbs, it instantly hardens into a thick, restrictive crust, inflicting burning damage while imposing the Slowed condition to prevent the beast from lunging at the party’s backline.
Dense Swamps, Rotting Marshes, and Stagnant Bogs
- Defensive Roleplay Operations:
- Marshlands present hazardous terrain full of stinging insects, damp mist that ruins mundane torches, and toxic bog gas that sickens unshielded explorers.
- The charm’s passive protection ensures the avatar’s field torches and lanterns remain lit despite driving monsoon rains and heavy humidity.
- The continuous aroma of consecrated beeswax and dried bayberry acts as a natural deterrent, driving away blood-feeding gnats, marsh leeches, and pest swarms within 10 feet.
- The kinetic deflection field of the Aegis of the Guiding Flame grants +1 Armor Check, turning aside sudden piercing strikes from camouflaged reed-snakes and marsh predators.
- Offensive Roleplay Operations:
- Stalking swamp raiders through waist-deep water requires rapid, silent neutralizations without alerting the entire camp.
- The avatar channels mana into the brass bauble to execute a Silent Molten Wax Spray, foregoing vocal chanting for an instantaneous surprise strike.
- The searing jet strikes an enemy sentry silently, dealing concentrated thermal damage while binding the target’s jaw and weapon arm in hardened wax, preventing an alarm from being raised before allies move in.
Wind-Swept Steppes, Desert Plateaus, and Open Badlands
- Defensive Roleplay Operations:
- Arid plateaus and open plains expose caravans to violent dust storms and sudden nighttime temperature drops.
- While setting up camp in open scrubland, the avatar relies on Ignite the Ever-Wick to establish a steady, smokeless light source that allows scribes to study maps and cooks to work without drawing billowing smoke pillars into the night sky.
- The avatar’s Chandler’s Steady Hand prevents accidental burns while melting sealing pitch or heating field cauldrons, protecting the avatar from boiling liquids and searing metal.
- Offensive Roleplay Operations:
- When bandits or desert hyenas circle the perimeter, the avatar steps forward, speaks the target leader’s true name, and casts Molten Wax Spray.
- Calling the target’s true name doubles the magical damage, causing the spray to strike with explosive heat that shatters the bandit’s shield and encases their armor joints in brittle, scorching residue.
Crowded Urban Quarters, Narrow Alleys, and Guild Workshops
- Defensive Roleplay Operations:
- Working in crowded workshop districts or navigating crowded slums involves navigating open fires, hazardous chemical vats, and pickpockets.
- In the workshop, the charm prevents accidental burns from boiling tallow and hot beeswax up to 100°C, ensuring flawless precision during delicate crafting sessions.
- When moving through plague-ridden back-alleys, the aromatic aura filters out foul refuse odors, while the deflection ward protects the avatar’s vitals against hidden daggers and thrown projectiles.
- Offensive Roleplay Operations:
- Cornered by thieves in a narrow, unlit warehouse corridor, the avatar uses the charm’s active powers to control the engagement.
- The avatar triggers a sudden, dazzling flare from Ignite the Ever-Wick to momentarily blind opponents adapted to the darkness, followed immediately by a sweeping blast of Molten Wax Spray down the narrow hall.
- The hot wax covers the cobblestones and the attackers’ footwear, burning the assailants and immobilizing them on the slick, hardened floor to allow an immediate tactical retreat.

Perception of Activation:
Five-Sense Perceptions
- Visual Perception:
- User’s Perspective: Upon speaking the activation prayer or pinching the brass finial, the user sees the miniature ceramic candle stump ignite instantly with a steady, pearlescent golden flame. Intricate mashrabiya geometric shadows cast through the open brass lattice project across the user’s hands and forearms, while a clean 20-foot aura of bright, glare-free light expands outward, illuminating tiny details, cracks, and hidden edges with crystal clarity.
- Observer’s Perspective: An onlooker watches the acorn-sized brass lantern suddenly glow like a caged star. The tiny flame burns without smoke, soot, or flicker, casting a sharp, radiant golden sphere of light and throwing delicate, decorative lattice patterns across surrounding walls and terrain. When an offensive burst is discharged, witnesses see a pressurized stream of molten golden wax erupt from the lantern’s aperture toward the target.
- Auditory Perception:
- User’s Perspective: The user hears a crisp, satisfying sound like a match striking fine flint, followed by the quiet, steady hiss of clean-burning wax and the low, resonant thrum of vibrating brass. When unleashing the molten wax spray, a sharp, pressurized hiss—like steam escaping a valve—sounds immediately before the impact.
- Observer’s Perspective: Nearby individuals hear a soft, metallic chime resonating from the brass filigree, followed by the gentle, soothing sizzle of an undisturbed candle flame.
- Olfactory Perception:
- User’s Perspective: The user is enveloped by a fragrant, rich aroma of warm golden beeswax, crushed raw frankincense tears, and dried bayberry leaves, instantly cutting through and neutralizing any local foul, damp, or rotting scents.
- Observer’s Perspective: Observers within a 10-foot radius detect the distinct, sweet, and sanctified fragrance of consecrated temple tapers and fresh honeyed wax wafting through the air.
- Tactile Perception:
- User’s Perspective: The brass casing warms slightly, settling at the pleasant, soothing temperature of a sun-warmed river stone without ever burning bare skin. A gentle, grease-free sensation coats the user’s fingertips, granting a secure, steady grip and complete insulation against hot liquids or wax scalds up to 100°C.
- Observer’s Perspective: An ally standing near the light feels a mild, dry warmth, while a hostile target struck by the active wax spray feels an intense, searing thermal shock followed by the rapid, suffocating hardening of heavy, restrictive wax encasing their limbs.
- Gustatory Perception:
- User’s Perspective: The user perceives a faint, sweet, and resinous note on the back of the palate, reminiscent of chewing honeycomb infused with aromatic herbs.
- Observer’s Perspective: Those caught in the discharge of the wax spray experience a dry, powdery mineral and honey tang in the air.
Extra-Sensory Perceptions
- Mind’s Eye Manifestation:
- User’s Perspective: The user’s Mind’s Eye displays an ethereal, glowing candle flame icon indicating the remaining duration of the light field, available charges for active discharges, and a luminous geometric mesh outlining structural weaknesses, flammable materials, and potential crafting flaws in nearby objects.
- Observer’s Perspective: Observers utilizing their own Mind’s Eye see the user’s focus register as an active, radiant illumination beacon, with tactical data noting the applied deflection ward and aromatic purification statuses.
- Soul Sight and Spiritual Spectrum:
- User’s Perspective: Through soul sight, the user observes their mana flowing smoothly into the miniature ceramic wick, where the Tier 1 crystal converts spiritual energy into a pure, luminous white-and-gold beacon that gently pushes away ethereal mists and lingering spectral traces.
- Observer’s Perspective: Creatures viewing the avatar via true sight or soul sight perceive a warm, luminous mantle of sanctified golden light surrounding the avatar, making minor undead, low-tier shadows, and malevolent spiritual parasites recoil from the perimeter.
- Spatial and Micro-Crafting Resonance:
- User’s Perspective: The user feels a subtle, heightened spatial feedback regarding the temperature, viscosity, and flow of nearby fluids, allowing for instinctual, millimeter-precise measurements when pouring molten fats, mixing alchemical tinctures, or threading wicks.
- Observer’s Perspective: Observers note the user operating with abnormal, clockwork precision around intense heat and delicate crafting apparatus without flinching or hesitation.
- Perimeter Intrusion Sense:
- User’s Perspective: During the active ward of the sacred tallow, the user maintains a continuous psychic tether to the 20-foot perimeter, receiving an intuitive mental chime the instant an unwanted or hostile entity crosses the boundary.
- Observer’s Perspective: Intruders breaching the ward experience a brief, disorienting spiritual resistance, as though stepping through an invisible, elastic veil of warm air.
Positive and Negative Perceptions
- Positives:
- Visual and Mental Clarity: The pure, smokeless illumination eliminates shadows and eye fatigue, providing optimal vision for intricate craftwork, reading ancient scripts, or spotting concealed floor hazards.
- Sensory Purification: The continuous diffusion of sweet beeswax and frankincense neutralizes sickening odors from poison clouds, stagnant marshes, and decaying crypts, keeping the avatar calm and focused.
- Protective Tactile Shielding: Complete immunity to molten burns up to 100°C gives the user absolute confidence when handling boiling tallow, searing metals, or hot alchemical retorts.
- Negatives:
- High Visibility in Pitch Darkness: The steady, radiant golden sphere cannot be dimmed while active, making complete visual concealment or stealth infiltration impossible in dark, open environments without extinguishing the light.
- Distinct Aromatic Trail: The heavy, sweet scent of burning beeswax and frankincense carries easily downwind, providing sharp-nosed tracking beasts with an unmistakable olfactory trail in otherwise sterile or outdoor settings.
- Waxy Flaking Residue: Repeated discharges of the molten wax spray leave fine, brittle yellow wax residue on the avatar’s bracelets, cuffs, and tool rings that must be periodically scraped away.
Crafting Recipe: Forging of the Chandler’s Wick Charm
Materials Needed
- Base Housing and Lattice Screen (Mashrabiya):
- 0.1 lbs of high-purity yellow brass sheet, wire, and filigree, annealed for hollow-casting and piercing.
- One miniature, octagonal brass base cap and a domed roof cap (approximately 0.75 inches in diameter).
- Ceramic Candle and Wick:
- 0.05 lbs of fine kaolin clay mixed with pulverized volcanic basalt for heat resistance.
- 3 inches of fine, braided cotton thread, pre-waxed and treated with an ignition compound (saltpeter/sulfur).
- Magical Catalyst and Aromatic Core:
- One coin-sized Tier 1 Magic Crystal (or equivalent weight in Tier 1 crystal shards) harvested from a fire-aligned beast, low-level elemental, or nocturnal scavenger.
- 1 dram of high-grade raw beeswax, frankincense resin, and dried bayberry leaves, pulverized into a fine powder.
- Scribing and Finial Inscriptions:
- 1 fluid ounce of alchemical gold-leaf ink and lapis lazuli pigment, mixed with a binder (gum arabic or pine resin).
Tools Required
- Metalsmithing and Casting Tools:
- Miniature jeweler’s piercing saw, needle files, chasing hammers, steel dapping punches, and a small charcoal soldering brazier (with mouth blowpipe and flux).
- Hollow-casting sand molds or a cuttlefish bone mold (sized for acorn-shaped items).
- Fine wire-bending pliers and metal snips.
- Ceramic and Inscribing Tools:
- Miniature ceramic sculpting tools and steel engraving burins.
- Miniature detail brushes (sable hair) and a split-tip reed quill for calligraphic calligraphy.
- Small agate mortar and pestle for pulverizing pigments, resins, and crystalline matter.
- Firing and Assembly Tools:
- Muffle furnace or portable ceramic kiln capable of reaching stable bisque-firing temperatures.
- Pliers and wooden setting sticks.
Skill Requirements
- Jewelry and Metalsmithing: Skill level 4 (essential for executing intricate hollow-casting, piercing delicate Mashrabiya filigree, and soldering without warping the thin brass lattice).
- Alchemical Crafting: Skill level 3 (required for refining volatile fire-crystal cells, neutralizing raw resins, and compounding the ignition wick compound).
- Calligraphy and Inscription: Skill level 2 (necessary for scribing the continuous protective micro-verses in clean calligraphic script around the base and roof).
Crafting Steps
- Step 1: Hollow-Casting the Brass Bauble:
- Trace and cut two symmetrical halves of the acorn-shaped lantern housing from the brass sheet.
- Pierce the delicate geometric Mashrabiya lattice screens into both halves using the jeweler’s saw and needle files.
- Anneal the brass halves to make them malleable, then dapping and chasing them into convex shapes.
- Join the halves via silver solder, ensuring no excess solder blocks the pierced vents.
- Step 2: Fabricating the Octagonal Base and Dome:
- Cut and chase the miniature octagonal base cap from brass sheet, soldering a small mounting ring to the underside.
- Form the domed roof cap, integrating a fine brass finial at the apex and a sturdy suspension loop.
- Solder the base cap to the bottom of the main bauble, leaving the top open for core insertion.
- Step 3: Compounding the Aromatic Core and Inscribing:
- Grind the Tier 1 crystalline residue, frankincense, beeswax, and bayberry leaves into an ultra-fine powder in the agate mortar.
- Blending this alchemical mixture with the kaolin clay to form the internal ceramic candle core.
- Shape the core around the braided cotton wick, sculpting the top to resemble molten wax drippings.
- Bisque-fire the ceramic core in the kiln to set the form, then inscribe it with micro-geometric runes of stability.
- Step 4: Final Core Scribing and Assembly:
- Use the engraving burins to scribe the calligraphic protective script around the exterior brass base and dome caps.
- Highlight the inscriptions with the alchemical gold-leaf ink, sealing the conduits against mundane heat.
- Insert the coin-sized Tier 1 Magic Crystal into the rear compartment, aligning its facets with the main magic flow conduits.
- Embed the fired ceramic candle core directly against the crystal core, threading the wick through the open vents at the top.
- Step 5: Soldering the Dome and Finishing:
- Solder the open brass dome cap onto the top of the main bauble, sealing the internal core within the filigree frame.
- File and polish all seams, removing oxidation from the pierced lattice screens.
- Step 6: Attunement and Sensory Testing:
- Perform a one-minute ritual attunement, channeling conscious thought into the charm while holding it near an open flame.
- Confirm proper functionality by observing the wick ignite with a clean, pearlescent golden flame, verifying the release of frankincense and bayberry aromas, and checking the immediate neutralization of foul environmental odors.
Great Dark Hive and Boy of Unbroken Taper
In the first turnings of the seven waters, when the moon had not yet grown her third horn and the city of five arches was only a ditch of green mud, there lived in the alley of the tallow-renderers a boy whose skin was yellow from sheep fat. His name upon the soft clay is written as Shamir-of-the-Ladle, though the later scribes who had bad eyes scratched it down as The Boy Who Boils Bees. He had neither gold neck-hoops nor a mule with red harness; his father had been eaten by the marsh-slugs in the salt flats, and his mother possessed only a stone basin and a basket of dried reed-fluff.
Every day, while the high men of the city walked with copper axes to take the taxes of barley, Shamir sat before a cauldron of boiling mutton grease. His hands were full of small red sores, and the hair of his arms was burned off by the splashing of hot oil. Yet he was a boy of singular liver; he did not let the black soot fall into the white wax of the temple bees, and when he drew the braided threads of flax through the melted comb, the wicks did not split, nor did the flame choke upon itself when the priests of the sun star Helios chanted their sixty-four verses in the morning court.
In that country, the nights were not as the nights of our years, which are small and pass quickly while the dog barks. The night was a heavy black beast that came out of the salt marshes with forty bellies. From the deep caves beneath the city walls came forth the Great Swarm of the Blind Stings—creatures of five cubits length whose wings sounded like the grinding of forty corn mills. They had no eyes in their heads, but their nostrils were long like iron needles, and they smelled the warm fat of sleeping children three leagues away through the mud bricks.
When the swarm rose from the ditches, the king of that city, whose name was Master of Nine Thousand Basins, would shut himself inside his great room of white alabaster. He commanded that twelve hundred oil torches be lit along the parapets, fed with the fat of five hundred bull calves. The torches made a terrible cloud of black smoke that covered the rooftops like a burnt blanket, so that the old men choked in their beds and the women coughed up black water into their wool sleeves. Yet the blind monsters cared nothing for the black smoke; they flew through the soot and thrust their iron stings through the reed mats, carrying off the flesh of the weavers until the streets were wet with red juice.
The king sat upon his high stool of boxwood, coughing until his beard was full of foam, and he cried unto his magicians who wore hats of spotted dog-skin: “Why do your torches fill my mouth with ashes while the horned flies eat my captains in the gateway? Bring me a fire that has no smoke, or I will tie your feet to four oxen and divide your bones upon the threshing floor!”
The magicians tore their tunics and threw horse dung upon their crowns, for their books were full of water damage and they knew not how to make a fire without the boiling of pitch.
Then Shamir came up the broad mud stairs to the high seat, carrying upon his neck a braided string of marsh hemp. Hanging from the hemp was a tiny house of yellow copper, no bigger than the egg of a desert partridge. Inside the copper house was a small pillar of white mountain clay, shaped like the stump of an unburnt candle, through which ran a single thread of cotton soaked in the grease of sweet pine resin and the crushed blue marrow of a Tier 1 crystalline thing taken from the liver of a cave wasp.
Shamir bowed his face until his forehead touched the dog-hair carpet of the king, and he said in the ancient tongue that has no hard endings: “O master of the many kettles, the great fire of pitch is like a shouting fool; it makes a vast darkness of soot and calls the devourers with its smell of burning meat. Take this small drop of brass. It was made with the pure fat of the comb and inscribed with the eighteen signs of the steady hand. When you blow upon its wick, it shall shed a white sun that does not cough, and the sweet breath of the frankincense tree will drive the sting-bearers back into their holes of salt.”
The king looked upon the small acorn of metal and spat upon the floor. He said: “This creature of sheep fat brings me a child’s toy while the winged bull-flies are breaking my cedar gates!” The king snatched the brass bauble from the boy’s string and threw it into the great iron cauldron of boiling bitumen that stood beside the gate to pour upon attackers. He commanded his guards to beat Shamir with five sticks of split reed and cast him into the outer sewer where the offal of the slaughterhouse rots in the sun.
The king then commanded that three thousand more jars of black pitch be poured upon the fires. The city became darker than the belly of a dead whale; the black grease fell like hot rain upon the heads of the people, blinding their eyes and burning their wool shirts.
Then arose the Great Brood-Mother of the Swarm from the deep marsh. Her body was as wide as four hay wagons, and her wings beat the air with a noise that made the mud walls crumble into the alleys. She did not see the city, for she was blind from the ancient mud, but her great nostrils smelled the three thousand cauldrons of boiling pitch and the burnt fat of the calves. She flew straight into the thick black cloud, followed by eighty thousand of her winged children, and they began to tear the roof from the king’s white house with their iron legs.
The king shrieked in his darkness. The smoke filled his eyes so that he could not see his throne, and the black rain of pitch caught fire upon his beard. He crawled upon his belly across the floor, choking on the hot soot, until his hand touched the edge of the iron cauldron of bitumen that had fallen upon its side.
There, lying among the black pitch that had spilled upon the stone, was the little brass lantern of Shamir. The pitch all around it was bubbling and hot, but the brass bauble was not melted, and the pale ceramic wick inside was shining with a tiny, cool speck of golden fire like a star caught in a mud puddle.
The king grasped the brass drop with his burned fingers. In his great terror, he remembered the words of the lad of the grease, and he cried out in a voice that was split with the coughing sickness: “Let the smoke depart from the dwelling of bread, and let the white wick be unbroken!”
At that sound, the Tier 1 core within the ceramic wax awakened like a lion that has been poked with an iron spit.
From the pierced windows of the brass mashrabiya came forth no stream of black pitch or biting smoke, but a vast, silent circle of pure, honey-colored light that expanded across the king’s palace like the opening of a yellow lily at dawn. The light had no heat to burn the skin, yet it was so clear that the king could see every flea walking upon his wool sleeve and every grain of sand upon the floor.
With the light came a great rushing wind that smelled of consecrated beeswax, fresh bayberry leaves, and the sweet white gum of the mountain frankincense. As the aromatic wind touched the cloud of pitch, the black soot fell to the stone like dry meal, and the air became clean and sweet like the air of an orchard after rain.
When the great Brood-Mother and her eighty thousand winged children felt the honey-light upon their hides, their wings became heavy and stiff. The sweet smell of the clean wax filled their long nostrils, and because they were beasts of the rot and the dark ditch, the sanctified perfume burned their throats like boiling vinegar. The great mother howled with a sound like a tearing sail, and the swarm turned in their flight, falling from the clear air into the river and drowning among the reeds, until not a single sting-bearer remained within five leagues of the city.
The king stood up in his great room. The soot was washed from his hair, and the sweet light filled his palace with peace. But when he looked down at the acorn of brass in his palm, his liver was again filled with the madness of pride. He said within his ribs: “This thing has saved my city, yet it is too small a jewel for a king of nine thousand basins. I will command my smiths to take out the little ceramic candle and place it inside a great tower of solid gold three hundred cubits high, with five hundred looking-glasses of silver to shine upon the sea, so that all the island countries will fall down upon their knees before my brightness.”
The king called for his chief goldsmith, an old man of the southern islands whose ears had been cut off for stealing wire, and he said: “Take your iron hammer and break open this little shell of copper. Take out the white stone and the wick, and cast it into the great golden lamp that stands upon my roof.”
The smith took the little charm and struck it upon the iron anvil with a great hammer of lead. But the charm was bound with the seven laws of the unbroken wick, which cannot be divided by force for the vanity of kings.
When the heavy lead struck the delicate brass screen, the ceramic core did not break into pieces for the king’s gold tower. Instead, the trapped light within the Tier 1 crystal turned white-hot and liquid. A fountain of boiling, golden wax erupted from the pierced archways with the force of a mountain spring, covering the king, his goldsmith, and his boxwood stool in a thick, searing sheet of molten tallow.
The wax did not burn them to ashes, but as it touched the air, it turned instantly into stone as hard as the granite of the third cataract. The king remained standing upon his mud floor, encased forever inside a pillar of yellow wax, his eyes wide with fear and his mouth open in an unfinished shout of command.
Three mornings later, Shamir-of-the-Ladle climbed out of the slaughterhouse ditch. He washed the sewer mud from his knees at the riverbank, and he walked into the silent hall of the palace where the morning sun star was shining through the broken roof.
He saw the king standing as a pillar of stone-wax among the empty kettles. Shamir went to the base of the pillar, where the little acorn of brass lay upon the pavement, cool and unbent, smelling softly of fresh honey and sweet bayberry.
Shamir picked up the charm by its braided hemp cord and hung it once more about his neck. He went back down into the artisan quarter, to his small mud workshop with the three pots of tallow, and he made clean candles for the poor weavers and the women of the river until the end of his days, walking through the dark streets with his small brass lamp shining before him, unbroken and unquenched.
Moral of the Story
The small and steady flame that is tended with pure hands to guide the worker and sweeten the dark house will endure through every plague and storm; but he who seeks to tear apart the humble vessel to build a monument for his own glory shall be drowned in the very tallow he sought to master, hardened forever in the monument of his own folly.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Talisman of the Ever-Burning Wick
- Item Type: Enchanted Amulet / Sacred Illuminator
- Physical Description: An acorn-sized, hollow-cast yellow brass lantern with pierced mashrabiya filigree vents housing a pale ceramic candle stump, suspended from a cord or attached to a bracelet.
- Sanity Cost to Attune / Comprehend: 1D2 Sanity points (upon successfully attuning via an Occult, Art/Craft (Candlemaking/Waxworking), or First Aid roll).
- Passive Effects:
- Artisan’s Precision & Burn Resistance: The user gains a bonus die on Art/Craft (Candlemaking/Alchemy) and Sleight of Hand checks involving hot liquids, molten wax, or delicate ignition. The wearer is physically immune to mundane scalds and liquid burns up to 100°C.
- Purification Aura: Diffuses an aroma of beeswax and frankincense within 3 yards. Grants a +10% skill bonus to resist nausea, airborne toxins, or sickening foul odors.
- Active Mechanics:
- Ignite the Ever-Wick:
- Cost: 2 Magic Points
- Casting Time: 1 combat round (speaking the prayer and pinching the finial)
- Effect: Sheds clear, smokeless illumination in a 10-yard radius for 4 hours. The flame requires no fuel, creates no heat or soot, and cannot be extinguished by non-magical water, wind, or low-oxygen environments.
- Molten Wax Spray:
- Cost: 4 Magic Points, 1 Sanity Point
- Casting Time: Instantaneous
- Effect: Discharges a pressurized stream of boiling, enchanted golden wax at a target within 10 yards. Deals 1D6 burning damage. The target must pass a DEX roll or suffer the Entangled state (losing their next movement action as the wax hardens). If the target’s True Name is spoken during casting, damage increases to 2D6.
- Vigil of the Sacred Tallow (Ritual):
- Cost: 6 Magic Points, 1D3 Sanity Points
- Casting Time: 10 minutes of tracing a perimeter with wax drippings
- Effect: Establishes a 20-foot radius warded circle for 8 hours. Minor spectral horrors, low-tier undead, and shadows suffer a penalty die on all actions within the area. The user is instantly alerted via a psychic chime if an intruder crosses the boundary.
- Ignite the Ever-Wick:
Blades in the Dark
The Chandler’s Beacon
- Item Classification: Arcane Implement / Attachment (0 Load if attached to an existing band/chain; otherwise 1 Load)
- Quality Rating: Tier I Fine Item
- Item Description: A delicate, pierced-brass lantern charm releasing the subtle scent of warm beeswax and frankincense.
- Mechanics and Stress Economy:
- Passive Utility (Fine Crafting / Infiltration Gear):
- Counts as Fine Workshop Tools for crafting alchemical aromatics, working with hot oils, or handling hazardous volatile reagents.
- Enhances the effect level of Tinker actions involving delicate mechanisms, candle molds, and hot wax pouring from Standard to Great.
- Passive Utility (Fine Crafting / Infiltration Gear):
- Active Special Abilities:
- Steady Illumination (Push / Stress Cost):
- Spend 1 Stress to ignite the smokeless wick, projecting pure golden light that pierces supernatural darkness, gloom, and spirit-mists across close range for the duration of an infiltration or score.
- Molten Jet (Push / Action):
- Take a Skirmish or Tinker action and spend 1 Stress to fire a jet of searing wax at a target within close range (Standard effect, 2-Harm fire/burn impact).
- Inflicts the temporary obstacle Bound in Hardened Wax. If the scoundrel speaks the target’s True Name or spirit-moniker, the action gains Potency, inflicting 3-Harm.
- Warded Workshop Vigil (Downtime / Setup Action):
- Spend 1 downtime activity and mark 1 Stress to trace a perimeter around a workshop, hideout, or lair.
- Establishes a 4-clock titled “Vigil Breached”. Minor spirits and shadows cannot enter, and intruders must fill the clock through active effort to cross without alerting the scoundrel.
- Steady Illumination (Push / Stress Cost):
Dungeons & Dragons (5th Edition)
Charm of the Chandler’s Wick
- Wondrous Item, Common (Requires Attunement)
- Item Slot: Wondrous Item (Attaches to any worn necklace, bracelet, or tool belt without occupying an extra item slot)
- Armor Class Bonus: +1 to Armor Class while worn and attuned.
- Properties and Passive Traits:
- Wax-Worker’s Mastery: While wearing this charm, you gain proficiency in Tinker’s Tools or Alchemist’s Supplies. If you already have proficiency, you add double your proficiency bonus to checks made with them to work with waxes, oils, and aromatics. You are immune to damage from boiling water, hot oils, and molten wax up to 100°C.
- Aromatic Purification: The charm passively emits the scent of frankincense and beeswax in a 10-foot radius. You and friendly creatures within this radius have advantage on saving throws against effects that cause the Poisoned condition from foul odors or noxious gases.
- Charges and Activable Spells:
- The charm has 3 charges. It regains 1d3 expended charges daily at dawn.
- Ignite Ever-Wick: As an action, you can expend 1 charge to cast the Continual Flame spell from the charm’s ceramic wick (manifesting as bright golden light in a 20-foot radius and dim light for an additional 20 feet for up to 4 hours).
- Molten Wax Spray: As an action, you can expend 1 charge to spray searing enchanted wax at a creature within 30 feet. The target must make a DC 13 Dexterity saving throw. On a failed save, it takes 2d6 fire damage and its speed is reduced by 10 feet until the end of its next turn as the wax hardens. On a successful save, it takes half damage and its speed is not reduced. If you invoke the target’s True Name as part of the vocal component, the damage increases to 4d6.
- Vigil of the Sacred Tallow: By spending 10 minutes performing a ritual tracing of a 20-foot radius circle with wax, you cast the Alarm spell. In addition, minor undead and shadows cannot cross the boundary willingly for the 8-hour duration. Once used, this property cannot be used again until the next dawn.
Knave (2nd Edition)
Brass Lantern of the Sacred Wick
- Item Slot: 0 Slots (Attached to existing belts, chains, or packs)
- Item Type: Relic / Chandler’s Talisman
- Armor Bonus: +1 Armor Check (AC modifier)
- Item Durability & Quality:
- Item HP / Quality: 3 Quality points (loses 1 Quality point on a direct critical hit to the slot or upon rolling a 1 on magical casting checks).
- Item Rules and Mechanics:
- Passive Crafting Resilience: Grants advantage on all Dexterity and Intelligence checks involving delicate crafting, picking locks near open flame, handling boiling liquids, and resisting scalds.
- Deflection Lattice (Passive AC): When worn openly, the brass filigree projects a kinetic ward providing +1 Armor bonus against physical slashing and piercing attacks.
- Spellcasting & Activations:
- Smokeless Light:
- Action: 1 Action
- Effect: Ignites the ceramic wick with a radiant golden light that illuminates a 20-foot radius for 4 hours without consuming fuel or producing smoke. It cannot be extinguished by water or wind.
- Molten Wax Jet:
- Action: 1 Action
- Roll: Intelligence Check vs. Target Armor Value
- Effect: Hurls a stream of burning wax up to 30 feet, dealing 1d6 fire damage plus the caster’s Level. On a hit, the target’s movement is halved for 1 round. If the enemy’s True Name is spoken aloud, the attack hits automatically and deals double damage.
- Circle of Sacred Tallow (Ritual):
- Action: Takes 1 exploration turn (10 minutes) to trace a 20-foot perimeter with wax drippings.
- Effect: Prevents lesser undead, skeletons, and shadow beasts from crossing the line for 8 hours, waking the caster if an intruder breaches the circle.
- Smokeless Light:
Fate (Fate Condensed / Fate Core)
The Chandler’s Ever-Wick Bauble
- Item Type: Personal Extra / Enchanted Bauble Attachment
- Permissions: Ownership of the brass lantern charm attached to a worn chain or bracelet, and an aspect reflecting artisan training, sacred illumination, or alchemy.
- Cost: 1 Refresh (or 1 Stunt slot).
- Attached Aspects:
- Invoke: The Unbroken Golden Wick
- Compel: A Beacon Draws Unwanted Gaze
- Passive Stunts:
- Artisan’s Thermal Resilience: You gain a +2 bonus on Crafts or Physique rolls when working with boiling liquids, hot wax, or open flames, and you ignore minor physical consequences caused by non-magical thermal scalds up to 100°C.
- Aromatic Purification: The constant aroma of frankincense and beeswax provides a +2 bonus on Will or Physique rolls to resist environmental sickness, noxious odors, and airborne poisons.
- Active Stunts and Mechanics:
- Molten Wax Jet: Once per scene, when you succeed on an attack using Crafts or Shoot against a target within two zones, you can discharge a stream of pressurized, enchanted wax. In addition to dealing 2-point physical stress, you place the situational aspect Encrusted in Hardening Wax on the target with one free invocation. If you know and vocalize the target’s true name during the strike, gain an additional free invocation on that aspect.
- Vigil of the Sacred Perimeter: By spending 10 minutes of downtime tracing a boundary with melted wax, you establish the scene aspect Sanctified Tallow Ward with two free invocations. Minor undead and shadow entities cannot enter the zone without overcoming a Great (+4) opposition, and any intruder crossing the line generates an audible chime that immediately alerts you.
Numenera & Cypher System
Micro-Lantern of the Pure Flame
- Item Classification: Artifact (Level 1d6 + 1)
- Form: An acorn-sized brass filigree lantern containing an unburnt ceramic candle stump, fitted with a suspension clasp for attaching to a bracelet or necklace.
- Depletion: 1 in 1d10 (roll following each active power discharge).
- Passive Modifications:
- Wax-Worker’s Finesse: The user is trained in tasks related to fine crafting, handling boiling reagents, and resisting heat damage from hot liquids.
- Lattice Deflection Ward: Adds +1 to the user’s Armor against slashing, piercing, and ranged physical projectile attacks.
- Active Effects:
- Smokeless Illumination (Active Action):
- By pinching the finial and speaking a short word of focus, the user ignites the ceramic wick with a clean, smokeless golden flame lasting for 4 hours.
- The flame illuminates an area out to short range with bright light, cannot be quenched by water or wind, and eliminates tasks penalties associated with dark environments.
- Molten Wax Discharge (Active Action):
- The user fires a concentrated jet of boiling, enchanted wax at a single target within short range.
- Deals damage equal to the artifact’s level in thermal force damage. If the user knows and speaks the target’s operational identity cipher or true designation, the attack difficulty is eased by two steps and inflicts +2 additional damage. Targets struck have their movement tasks hindered by one step for 1 minute as the wax hardens.
- Ward of the Sacred Tallow (Active Action):
- The user traces a 20-foot diameter circle with wax or aromatic oil while reciting the ancient inscription.
- Creates an 8-hour protective field that repels non-physical shadow anomalies (requiring an Intellect task against the artifact’s level to cross) and sounds a psychic alert if breached.
- Smokeless Illumination (Active Action):
Pathfinder (Second Edition)
Talisman of the Chandler’s Wick
- Item 2: Common, Abjuration, Fire, Light, Magical, Talisman
- Price: 30 gp
- Usage: Affixed to armor, necklace, bracelet, or belt; Bulk: —
- Attunement: Invested (Requires standard daily investment)
- Passive Traits:
- Artisan’s Steady Hand: You gain a +1 item bonus to Crafting checks involving candles, oils, glass, or alchemical reagents. You also gain fire resistance 2 against damage from hot liquids, steam, and molten wax.
- Lattice Shielding: You gain a +1 item bonus to AC against physical ranged projectile and slashing attacks.
- Active Abilities:
- Ignite Ever-Wick [one-action]
- Traits: Concentrate, Light, Magical
- Frequency: 3 times per day
- Effect: The ceramic wick flares with a smokeless golden flame, shedding bright light in a 20-foot radius and dim light for another 20 feet for 4 hours. It cannot be extinguished by non-magical winds or water.
- Molten Wax Spray [one-action]
- Traits: Concentrate, Evocation, Fire, Magical
- Frequency: Once per hour
- Effect: You spray boiling golden wax at a creature within 30 feet. Make a ranged spell attack using your spell attack modifier or class DC modifier. On a hit, the target takes 2d6 fire damage and must succeed on a DC 13 Reflex save or become Clumsy 1 for 1 round as the wax hardens. If you speak the target’s true name during the strike, the damage increases to 3d6.
- Vigil of the Sacred Tallow (10-Minute Exploration Activity)
- Effect: You spend 10 minutes tracing a 20-foot radius perimeter with wax. The area functions as a 1st-rank Alarm spell for 8 hours. In addition, mindless or low-tier undead cannot enter the area unless they succeed on a DC 15 Will save.
- Ignite Ever-Wick [one-action]
Savage Worlds (Adventure Edition)
Brass Charm of the Chandler’s Wick
- Item Type: Minor Arcane Relic / Accessory Attachment
- Arcane Background Compatibility: Any (or usable by characters possessing the Repair skill at d6 or higher, or the Artificer/McGyver Edges)
- Weight: 0.15 lbs
- Passive Traits:
- Chandler’s Protection: The wearer gains a +1 bonus to Repair and Science (Alchemy) rolls when handling hot liquids and molds, and is immune to environmental burns from hot wax or boiling water up to 100°C.
- Aegis of the Flame: Grants the wearer +1 Toughness against physical slashing and piercing attacks.
- Active Arcane Powers (Internal Pool: 10 Power Points, regains 1 per hour):
- Ever-Wick Illumination (Light):
- Power Points: 1
- Action: Standard Action
- Range: Touch (Self)
- Duration: 4 hours
- Effect: Sheds bright, smokeless light in a 4-inch (8-yard) radius that cannot be extinguished by wind or water.
- Molten Spray (Bolt / Entangle):
- Power Points: 2
- Action: Standard Action
- Range: Smarts x 2
- Effect: Fires a stream of boiling wax dealing 2d6 fire damage. If the user speaks the target’s true name during casting, damage increases to 3d6. The target must make an Agility roll at -2 or be Distracted and Entangled by the hardened wax.
- Ward of Sacred Tallow (Sanctuary / Alarm):
- Power Points: 3
- Action: 10 minutes of ritual tracing with wax drippings.
- Duration: 8 hours
- Effect: Encloses a 10-yard (5-inch) diameter perimeter. The caster is instantly alerted if a creature crosses the boundary, and low-tier supernatural shadows or lesser undead suffer a -2 penalty on all trait rolls inside the warded area.
- Ever-Wick Illumination (Light):
Shadowrun (Sixth World / 6th Edition)
Qi Focus: The Chandler’s Luminous Bauble
- Item Classification: Qi Focus / Enchanted Artisan Attachment
- Force Rating: Force 2
- Karma Binding Cost: 4 Karma
- Form: An acorn-sized, hollow-cast yellow brass lantern featuring pierced mashrabiya filigree with an internal ceramic candle core, attached to a bracelet, necklace, or tool-belt harness.
- Passive Focus Adjustments:
- Artisan Precision: While bonded and active, the bearer gains a +1 dice pool bonus to Engineering (Industrial/Artisan) and Alchemy tests involving molten compounds, aromatic resins, and hot fluid molds.
- Lattice Kinetic Deflection: Grants a +1 bonus to the user’s Defense Rating against physical slashing, piercing, and projectile attacks.
- Thermal Protection: The wearer ignores damage and physical status effects caused by mundane hot liquids and scalding wax up to 100°C.
- Active Focus Powers:
- Ignite Ever-Wick (Minor Action):
- The user speaks a vocal command to ignite the ceramic wick with a clean, smokeless golden luminescence for 4 hours. It provides full visibility across a 10-meter radius, pierces low-light penalties without electronic glare, and cannot be snuffed out by lack of oxygen or water exposure.
- Molten Wax Discharge (Major Action):
- The user channels mana through the brass mesh to unleash a pressurized jet of boiling, enchanted golden wax at a target within 10 meters.
- Make an Astral + Magic attack test opposed by the target’s Defense. The attack inflicts physical damage equal to [(Magic / 2) + 2P] with an Armor Penetration of -2.
- The target must pass an Agility + Reaction test or suffer the Immobilized or Impeded status for 1 combat round as the wax hardens around their joints. If the target’s True Name (or permanent astral signature identifier) is spoken aloud, base damage is increased by +2.
- Vigil of the Sacred Tallow (Ritual / Extended Action):
- By spending 10 minutes tracing a 6-meter perimeter with scented oil or wax, the user establishes a warded boundary for 8 hours. Minor astral shadows and spirits of Force 2 or lower cannot cross the boundary, and any physical intruder breaching the circle triggers an immediate mental alarm in the bearer’s Mind’s Eye.
- Ignite Ever-Wick (Minor Action):
Starfinder (Second Edition)
Micro-Lantern of the Sacred Wick
- Item Level: Item 2 (Common, Abjuration, Fire, Light, Magical, Tech-Hybrid)
- Price: 75 credits
- Usage: Affixed to worn armor, wristband, necklace, or tool belt; Bulk: —
- Attunement: Requires standard 10-minute technological and magical calibration.
- Passive Traits:
- Chandler’s Crafting Finesse: Grants a +1 item bonus to Crafting checks involving alchemical aromatics, incendiaries, and thermal plastics. The wearer is immune to scald burns from boiling water, steam, and molten wax up to 100°C.
- Kinetic Deflection Matrix: Grants a +1 item bonus to Armor Class against physical slashing, piercing, and ranged projectile attacks.
- Active Hybrid Actions:
- Ignite Ever-Wick Protocol [one-action]
- Traits: Concentrate, Light, Magical, Tech
- Frequency: 1 charge per use (Internal battery capacity: 10 charges; recharges 2 charges per hour via ambient thermal/photovoltaic absorption).
- Effect: Sheds bright, smokeless light in a 20-foot radius and dim light for an additional 20 feet for up to 4 hours. The light operates in vacuums and underwater, bypassing low-oxygen limitations.
- Molten Wax Spray [one-action]
- Traits: Concentrate, Evocation, Fire, Tech
- Frequency: 1 charge per use
- Effect: Fires a high-pressure burst of boiling alchemical wax at a target within 30 feet. Make a ranged attack using your ranged attack bonus. On a hit, the target takes 1d8 fire damage and must succeed on a DC 13 Reflex save or become Clumsy 1 for 1 round. If the target’s registered comms-cipher or true planetary designation is vocalized during activation, the strike deals 1d8 + 4 fire damage.
- Warded Workshop Array (10-Minute Exploration Activity):
- By expending 5 charges, the user deploys a 20-foot radius perimeter field lasting 8 hours. The perimeter alerts the user if breached and imposes a -2 penalty on stealth and infiltration checks for hostile entities entering the area.
- Ignite Ever-Wick Protocol [one-action]
Traveller (Mongoose Traveller 2nd Edition)
Psionic Focus: The Micro-Aromatic Illuminator Bead
- Item Classification: Psionic Implement / Pre-Tech Artisan Relic (TL 15 / Psionic Tech)
- Weight: 0.1 kg
- Skill Synergy: Requires Psi-Trained individual (Awareness or Telekinesis) or Profession (Artisan/Chemist) proficiency.
- Passive Operational Modifiers:
- Artisan Biometric Interface: Grants a +1 DM to all checks involving delicate chemistry, polymer molding, and delicate precision handling of high-temperature fluids. Protects the user’s hands against thermal scalds up to 100°C.
- Kinetic Damping Field: When worn openly on a wristband, belt, or neck cord, the localized repulsion screen reduces incoming physical kinetic projectile and slashing damage by 1 point.
- Active Psionic / Pre-Tech Functions:
- Smokeless Illumination Field:
- Psi Cost: 1 PSI Point (or internal micro-capacitor discharge).
- Action: Minor Action.
- Effect: Projects a steady 6-meter sphere of clean, glare-free optical light lasting 4 hours without generating smoke, infrared bloat, or chemical waste.
- Pressurized Thermal Polymer Jet (Attack):
- Psi Cost: 2 PSI Points (or capacitor discharge).
- Action: Significant Action.
- Range: Short Range (up to 12 meters).
- Effect: Unleashes a pressurized burst of boiling enchanted polymer. The user rolls Telekinesis + DEX (or Gun Combat + DEX) against the target’s Dodge/Armor. Deals 2D6 thermal damage. On a successful hit, the target must succeed on an Athletics (DEX) check at 8+ or suffer a -2 DM to physical actions for 1 round as the material solidifies. Knowing the target’s direct neural ident-code adds a +2 DM to the attack roll.
- Perimeter Vigil Field:
- Action: 10 minutes setup tracing a 6-meter boundary with conductive resin.
- Effect: Creates an active acoustic and sensor-damped perimeter for 8 hours that automatically pings the user’s neural interface if crossed by hostile units.
- Smokeless Illumination Field:
Warhammer (Warhammer Fantasy Roleplay 4th Edition / Age of Sigmar: Soulbound)
The Brass Candlemaker’s Talisman
- Item Type: Enchanted Relic / Guild Artisan Talisman
- Availability: Common
- Encumbrance: 0 (Affixed to an existing chain, bracelet, apron strap, or tool ring)
- Passive Traits:
- Master of the Dipped Wick: The bearer gains a +10 bonus to Trade (Chandler), Trade (Apothecary), and Sleight of Hand Tests involving open flame, hot tallow, and molten wax. The bearer is completely immune to non-magical thermal burns from boiling water, oil, and liquid wax up to 100°C.
- Filigree Ward: Grants +1 Armor Point to the Body and Arms locations against non-magical Slashing and Piercing damage.
- Active Miracles and Invocations:
- Light of the Unbroken Taper (Action / Chanted Invocation):
- Action: 1 Action (Speaking a short prayer to the gods of illumination).
- Effect: Ignites the ceramic wick with a pure, smokeless golden light that illuminates a radius of Willpower Bonus × 4 yards for 4 hours. The flame requires no oil or fuel, produces no soot, and cannot be snuffed by mundane wind or water.
- Molten Wax Jet (Ranged Arcane Strike):
- Action: 1 Action.
- Range: Willpower yards (typically 30–40 yards).
- Effect: The caster unleashes a searing blast of liquid wax. Make a Channelling (Hysh or Aqshy) or Ranged (Athletics) Test. The strike inflicts Base Damage equal to the user’s Willpower Bonus + 4 (Fire Damage), and the target gains 1 Entangled (Strength of user) Condition. If the target’s True Name is spoken aloud during the invocation, total Damage is doubled.
- Vigil of the Sacred Tallow (Extended Ritual):
- Action: 10 Minutes spent tracing a perimeter of up to 10 yards in radius with scented wax drippings.
- Effect: Wards the enclosed space for 8 hours. Minor Ethereal Undead, Lesser Daemons, and Shadow-beasts must pass a Hard (-20) Willpower Test to cross the line, and any physical intruder immediately triggers an echoing chime that wakes the bearer.
- Light of the Unbroken Taper (Action / Chanted Invocation):
