From: Lineage 5298 of Khet Amra Sunveil
Slot: Torso (covers chest and upper back)
Tier: 1
Description: A sleeveless, form-fitting vest woven from river-reed linen dyed in deep emerald, its inner surface lined with thin sheets of polished dune-glass etched with Khet-Glyph spirals. When attuned, the glass panels capture and refract the wearer’s solar veins, projecting a soft prismatic halo that grants +1 to passive Mind’s Eye detection of illusions within 30 ft. The vest’s reed fibers flex with reptilian movement, never chafing scales.
Lore: Forged in the twilight of Amratian’s Renaissance steam-boom, Lumivest 4271 was the 71st prototype in a clandestine project beneath Sandhome’s Level-7 forge-district. The vest began as a diplomatic gift: River Folk weavers from Riverbend Sate delivered 300 bolts of emerald-dyed river-reed linen to Clan Veilweaver in exchange for solar-crystal schematics. Matriarch Veyra Sunveil ordered the linen cut into a sleeveless pattern to accommodate Zaf-Amra torsos, then tasked apprentice prism-smiths to embed 12 razor-thin sheets of dune-glass—each no thicker than a scale—along the inner lining.
The glass was harvested from the Whispering Cradle ruin, a Dustveil-era site Syrak himself charted at age 19. Under moonlight, the sheets were etched with Khet-Glyph spirals using a steam-driven diamond stylus calibrated to the exact frequency of Syrak’s solar-vein pulse (recorded during his First Shedding flare). When the final glyph locked, the vest resonated; the glass drank the wearer’s inner light and exhaled it as a 3-inch prismatic halo that dances across scales like liquid aurora. The linen itself was soaked in silt-clay resin, granting reptilian flexibility while the glass plates remain rigid, creating a living exoskeleton that breathes with the wearer.
Lumivest 4271 is one of only 14 surviving vests; the other 13 cracked during over-attunement tests. Its serial etch—4271—marks the minute of completion: 42nd minute of the 71st hour after the Sunveil Convergence. Syrak wears it daily; the halo dims to a heartbeat when he sleeps, flares to blinding dawn when he channels mana.
Tier 1 Stats
- Armor Class Bonus: +1 (flex-reed weave)
- Weight: 4 lbs
- Attunement Time: 1 minute (auto-syncs to solar veins)
- Durability: 15 HP (glass plates shatter individually; vest functional until 8 lost)
Skills Gained
- Prismatic Appraisal (trained): Advantage on Mind’s Eye active identification of illusion-based gear or shielded creature stats within halo radius.
- Solar Refractory (expert): Halve ritual attunement time for any light or glass conduit item worn concurrently.
Passive Magics
- Prismatic Halo – Constant 30-ft radius soft glow; grants +1 to passive Mind’s Eye illusion detection and reveals faint outlines of invisible creatures (as faerie fire but non-magical).
- Scale Harmony – Reed fibers negate scale-chafing; wearer ignores 1 point of environmental friction damage per round (sandstorms, river currents).
- Vein Conduit – Solar veins sync with vest; +1 mana boost regeneration per long rest if worn continuously.
Activatable Magics
- Dawnflare Burst (1/day, 1 mana boost): Halo erupts into 20-ft radius blinding flash (DC 13 Con save or blinded 1 round; Syrak immune). Glass plates cool with steam hiss.
- Leyline Lens (3/day, no cost): Focus halo into 60-ft cone; reveals ley line nodes, hidden doors, or buried items as shimmering threads for 1 minute.
- Siltweave Mend (1/long rest, 2 mana boost): Repair one shattered glass plate or mend 1d8 HP to vest; linen threads regrow over 10 minutes.
Specific Slot
- Torso (covers chest, upper back, and solar plexus; compatible with Scale Garnish slots on shoulders).
Tags: Tier-1 Armor, Solar-Conduit, Prismatic Halo, Illusion-Piercing, Reed-Glass Hybrid, Renaissance Prototype, Khet-Glyph Etched, Veilweaver Relic, Leyline Sensor, Scale-Friendly, Mana-Regen Synergy, Dustveil-Era Glass, Steam-Calibrated, Matriarchal Gift
Lumivest 4271 – Acquisition Venues & Pricing in Saṃsāra All transactions use Amratian coinage (10 Copper = 1 Silver; 10 Silver = 1 Gold; etc.). Prices fluctuate ±20 % by season, ley line stability, and Dustveil proximity. Haggling via Zaf-Khet tonal persuasion or Mind’s Eye item appraisal grants 1d4 × 5 % discount.
1. Sandhome Subterranean Forge-Bazaar (Level-7 East Spiral) Shop Type: Clan Veilweaver Enclave Auction Stall – “Veil & Vellum” How Sold: Bi-monthly auction during Steamveil Market (held in cavern lit by solar-crystal chandeliers). Lumivest 4271 displayed on a rotating steam-piston dais; bidders submit sealed Khet-Glyph bids. Syrak’s personal vest is not for sale, but identical prototypes (4272–4284) cycle through. Cost:
- Base Bid: 42 Gold (reflects 42-minute forging rite)
- Final Sale Range: 55–78 Gold (includes 12 % matriarchal tithe)
- Bundle Option: 90 Gold with matching Scaleweave Bracers 3054
2. Khet-Vara Sky-Dock Emporium (Zeppelin Berth 14) Shop Type: Royal Cartographic Outfitters – “Crown & Compass” How Sold: Commissioned resale from Queen’s Survey surplus. Vest arrives via hot-air balloon courier in silt-sealed crate; buyer must present Tier 1 attunement license (stamped by Sandwhisperer). Fitting performed in prism-lit alcove to sync solar veins. Cost:
- Fixed Price: 68 Gold (includes royal warranty: free glass plate replacement if shattered within 1 year)
- Trade-In: Return any Tier 1 torso armor for 15 Gold credit
3. Riverbend Sate Riverside Weaver’s Quay (Dock 9) Shop Type: River Folk Artisan Co-Op – “Reed & Radiance” How Sold: Barter-first stall under emerald canvas awnings. River Folk prefer linen, silt-clay, or grain; Sand Folk counter with glass or steam parts. Lumivest 4271 displayed on reed mannequin beside glowing silt lamps. Appraisal via Zaf-Khet chant determines final value. Cost:
- Cash: 50 Gold
- Barter Equivalents:
- 300 lbs premium river-reed linen OR
- 12 mana-boost crystals (Tier 1) OR
- 1 fully laden grain barge manifest (Riverbend to Khet-Vara run)
4. Raiderspool Black-Market Sky-Alley (Zeppelin Dustskimmer Hold) Shop Type: Privateer Contraband Vault – “Gale-Eye’s Trove” How Sold: Invitation-only; access via Captain Zev’s tattoo sigil. Vest smuggled in steam-sealed crate labeled “Fragile Lenses.” Sale occurs in zero-gravity cabin; buyer attunes on-site under prism-lantern to prove solar-vein compatibility. Cost:
- Cash: 80 Gold (hazard premium)
- Favor Trade: 65 Gold + one ruin coordinate (uncharted isle) OR safe passage for Dustskimmer through River Folk waters
5. Oasis Fort Caravan Oasis (Portable Stall – “Shifting Sands & Silks”) Shop Type: Nomadic Dune Trader – “Mirage & Merchant” How Sold: Pop-up silk tent at weekly oasis market. Vest laid on sand-cooled pedestal; trader uses steam-fan to demonstrate halo flare. Purchase includes camel-skin carrying case and 1 vial of oasis water for glass polishing. Cost:
- Cash: 60 Gold
- Desert Barter: 40 Gold + 3 days caravan escort OR 1 rare desert beast pelt (sandworm hide preferred)
Resale & Reforging
- Broken/Used Units: 20–30 Gold at any forge (glass plates sold separately: 3 Gold each).
- Reforging Fee: 15 Gold + 1 mana boost crystal to replace 4 plates and re-etch glyphs (Sandhome only).
Lumivest 4271 – Roleplay in Defense & Offense Across Environments
1. Serene Dunes (Unsafe Area – AC halved) Defense Roleplay: Syrak crouches low on a wind-scoured ridge, halo dimmed to a heartbeat pulse. A sandworm’s tremor ripples beneath; he presses palms to Lumivest 4271. The glass plates hum, refracting solar veins into a 30-ft Prismatic Halo. Worm’s illusionary decoy shimmers—Mind’s Eye passive +1 reveals the real maw. He triggers Siltweave Mend (2 mana), knitting a cracked plate as the beast lunges. Halo flares to Dawnflare Burst—worm recoils, blinded, burrowing away. Offense Roleplay: Night raid on dune bandits. Syrak slithers forward, vest’s reed weave muffling scale clinks. At 30 ft, he activates Leyline Lens—hidden tripwires glow as threads. He whips Solwhip 1947 through the halo; light-lash refracts into 3 beams (1d6×3 radiant), scattering the camp. Bandits clutch eyes; Syrak vanishes into darkness.
2. Great Khet River Valley (Somewhat Safe – AC doubled) Defense Roleplay: Riverbend Sate barge under pirate arrow fire. Syrak stands mid-deck, vest catching torchlight. Prismatic Halo bends arrows into rainbow arcs—illusionary duplicates confuse archers. A flaming bolt strikes; Scale Harmony absorbs friction, linen cooling instantly. He channels Vein Conduit during long rest on barge, regaining +1 mana for next dawn. Offense Roleplay: Boarding enemy skiff. Syrak vaults rail, halo projecting his silhouette 10 ft left—pirates stab air. Dawnflare Burst erupts; crew blinded, stumbling into river. He finishes with Steamvent Glaive 7601, polearm’s reach amplified by vest’s stable glow.
3. Khet-Vara Sky-Dock (Designated Safe – AC tripled) Defense Roleplay: Zeppelin sabotage—assassin cloaked in shadow magic. Syrak leans over railing; Prismatic Halo pierces cloak, outlining assassin in violet. He triggers Leyline Lens, spotting tampered levitation crystal. Vest’s glass plates clink as he dodges dagger; Siltweave Mend seals a hairline crack mid-fall. Offense Roleplay: Diplomatic duel in royal courtyard. Opponent casts mirror image. Syrak smirks, halo flaring—illusions flicker, real foe exposed. He flicks Prismfang Dagger 5823; blade’s mirage aura doubles, striking twice (1d4×2). Crowd gasps at prismatic afterimage.
4. Subterranean Sandhome (Designated Safe – AC tripled) Defense Roleplay: Cave-in traps forge team. Syrak presses vest to collapsing wall; Leyline Lens reveals load-bearing crystal vein. Halo steadies panicked workers—Prismatic Appraisal identifies safe tunnel. He spends 2 mana on Siltweave Mend, reinforcing a plate as rubble bounces off. Offense Roleplay: Rival clan challenges forge rights. Syrak steps into duel circle; halo projects Kharveth Hollow illusion—opponent hesitates, seeing Dustveil ghosts. Syrak closes with Steamvent Glaive, vest’s glow guiding perfect thrust.
5. Raiderspool Black-Market Sky-Alley (Unsafe – AC halved) Defense Roleplay: Zero-gravity ambush. Syrak floats, vest’s reed weave gripping scales. Assassin’s garrote wire approaches—Prismatic Halo refracts into laser grid, severing wire. He triggers Dawnflare Burst; flash disorients floating foes, buying drift time. Offense Roleplay: Stealing obelisk shard. Syrak dims halo to heartbeat, slinking past guards. At vault, Leyline Lens reveals pressure plate. He overcharges halo (risking burnout)—shard glows, attuning instantly. Guards blink; he’s gone, vest trailing faint aurora.
Universal Combo (Any Environment)
- Defense: Pair with Scaleweave Bracers 3054—halo + bracer warmth = +2 illusion save vs. mind-affecting spells.
- Offense: Sync with Crestcrown 8139—halo funnels into lens for 60-ft Dawnflare beam (1d8 radiant, 1/day combo).
Roleplay Note: Syrak narrates vest’s hum as Zephara’s whisper; glass plates sing when ley lines align, prompting Khet-Zaf chants mid-combat for +1 to next roll.

Perception of Activation:
User’s Perspective (Syrak Sunveil): The moment attunement locks, a warm pulse blooms from the solar plexus, as if dawn ignites beneath scales. Reed fibers breathe—a gentle flex against skin, like river reeds swaying in silt. Glass plates sing a crystalline chord, pitch rising with heartbeat; Khet-Glyph spirals ignite in sequence, each spiral a pinprick of liquid sunlight racing along veins. A soft whoosh of prismatic light erupts outward, halo blooming like aurora silk. Vision sharpens—illusions within 30 ft flicker like heat haze, edges outlined in violet-gold. A faint scent of ozone and blooming lotus drifts from the linen. Extra-sensory: ley lines appear as golden threads, pulsing in sync with the vest’s hum; wearer feels a subtle pull toward hidden truths, like Zephara whispering directions.
Positives:
- Immediate +1 Mind’s Eye illusion clarity; wearer feels lies as discordant notes.
- Halo grants 360° light awareness—no blind spots in darkness.
- Mana boost regeneration +1 during long rest; vest feeds on wearer’s glow.
Negatives:
- Overstimulation in bright sunlight—halo flares uncontrollably, risking burnout (2d4 pain if 3+ activations).
- Cold environments mute the hum; glass plates frost, dulling extra-sensory ley threads.
Observer’s Perspective (Ally or Foe): A ripple of emerald light erupts from Syrak’s torso, linen parting like water. Glass plates flare—spiral glyphs ignite in rapid succession, projecting a 30-ft prismatic halo that dances across scales and ground. Air shimmers with heatless warmth; a low crystalline chime rings, pitch shifting with Syrak’s breath. Illusions nearby fracture, edges glowing violet. To foes, the halo is blinding—eyes water, outlines blur. To allies, it’s a beacon—ley lines visible as golden threads only to the attuned. Scent: faint lotus and hot glass. Extra-sensory (Mind’s Eye users): observer feels a gentle tug toward Syrak, like standing near a calm oasis.
Positives:
- Allies gain +1 to detect illusions within halo (shared passive).
- Halo reveals hidden doors/ruins as shimmering outlines to all within 30 ft.
Negatives:
- Foes gain +1 to target Syrak (halo marks position).
- In deathly areas, halo dims to candle-flicker, revealing wearer’s weakness.
Recipe: Lumivest 4271 – Prismatic Solarweave Vest
Materials Needed
- River-Reed Linen (Emerald-Dyed): 4 sq. yards – harvested from Great Khet River silt fields, dyed with emerald lotus extract under moonlight (42 Gold value).
- Dune-Glass Sheets (Whispering Cradle Origin): 12 sheets, 0.5 mm thick, 4×6 in – salvaged from Dustveil-era ruins (36 Gold or 3 days excavation).
- Silt-Clay Resin: 1 pint – distilled from Riverbend Sate flood silt, infused with 1 mana boost crystal (8 Gold).
- Khet-Glyph Diamond Stylus Tip: 1 – forged from Sandhome deep-mine diamond, etched with Zaf-Khet binding rune (15 Gold).
- Solar-Vein Catalyst: 1 drop of wearer’s blood (post-First Shedding) or 1 shed scale fragment (prismatic grade).
Tools Required
- Steam-Driven Diamond Stylus – calibrated to 4271 Hz (Sandhome Forgeworks rental: 5 Gold/day).
- Prism-Forge Anvil – solar-heated, with mirrored silica basin (Khet-Vara Royal Survey access or 10 Gold rental).
- Reed-Weaving Loom – river-reed tension frame with steam tensioners (Riverbend Sate Co-Op: 3 Gold/day).
- Silt-Resin Crucible – clay-fired, steam-heated (2 Gold).
Skill Requirements
- Alchemical Forging: Expert (DC 15) – for resin infusion and glass tempering.
- Zaf-Khet Glyph Mastery: Trained (DC 13) – for spiral etching accuracy.
- Steamcraft Calibration: Trained (DC 12) – for stylus frequency sync.
- Mind’s Eye (Passive): +1 bonus from solar lineage (Syrak auto-passes).
Crafting Steps (Total Time: 42 minutes – sacred to forging rite)
- Minute 1–7: Linen Preparation
- Soak river-reed linen in silt-clay resin crucible for 3 minutes at 180 °F (steam-heated).
- Stretch on loom; weave into sleeveless vest pattern (torso + upper back). Tension to 42 lbs (solar-vein resonance).
- Minute 8–18: Glass Etching
- Place 12 dune-glass sheets on prism-forge anvil under direct sunlight (or wearer’s halo).
- Use diamond stylus at 4271 Hz to etch Khet-Glyph spirals (1 per sheet, 50 seconds each).
- Cool each sheet in oasis water to lock glyphs—hum confirms attunement readiness.
- Minute 19–30: Assembly
- Embed glass sheets along vest’s inner lining in 3×4 grid (chest to spine).
- Secure with resin-soaked reed thread; steam-cure at 200 °F for 7 minutes.
- Pierce solar plexus panel with wearer’s blood/scale—veins pulse once, syncing halo frequency.
- Minute 31–42: Activation Rite
- Wearer dons vest in mirrored silica basin under noon sun.
- Chant Khet-Zaf “Zephara Khet-Sul” (6-second ritual) – glass plates ignite in sequence.
- Prismatic halo blooms; vest breathes with wearer. Final chime seals attunement.
Success: Vest gains all Lumivest 4271 properties. Failure (DC fail by 5+): Glass cracks—roll 1d4 plates lost; retry after 1 long rest. Cost Summary: 79 Gold (materials) + 18 Gold (tool rental) = 97 Gold total (or 42 Gold with ruin salvage + clan labor).
Glass-That-Drank-the-Sun
In the time before the counting of years, when the dunes still spoke in tongues of wind and the river carried secrets in its silt, there came a weaver whose name is lost, though some say it was Khet-Sul, others Zaf-Lum, and still others whisper Veil-That-Was-Not-Yet.
He walked the edge where green met gold, where the river’s breath kissed the desert’s brow. His scales were not yet bright, for the First Shedding had not come upon him, and his heart was heavy with the quarrel of two peoples. The River Folk cursed the sand that drank their water. The Sand Folk cursed the river that drowned their stillness. And the weaver walked between, carrying nothing but a loom of river-reed and a shard of glass taken from a ruin that had no name.
The shard was thin as a tear, clear as the moment before dawn. When the weaver held it to the sun, the light did not pass through—it stayed. It curled inside the glass like smoke, glowing, waiting. The weaver saw this and did not understand, but he kept the shard in a pouch of reed, and he walked.
He walked until the river narrowed and the dunes rose like sleeping beasts. There, at the place where the two lands touched, he set his loom. He wove. Not cloth, not yet. He wove intention. Each strand of reed was a word in a tongue older than Zaf-Khet, older than the glyphs that would one day be carved into stone. He sang as he wove, and the song had no words, only tones—five tones, rising, falling, dipping, peaking, level—like the breath of the world itself.
When the cloth was done, it was green as the river’s heart, soft as the sand’s sigh. The weaver took the glass shard and laid it upon the cloth. He pressed it with his palm, and the shard melted—not with heat, but with will. It spread, thin as breath, across the inner surface of the cloth, becoming twelve plates, each etched with a spiral that was not a spiral, but a question.
He donned the vest.
And the sun saw him.
The light did not fall upon him—it entered him. It poured through his scales, through the glass, through the reed, and out again as a halo of colors that had no name. The halo touched the river, and the water stilled. It touched the sand, and the dunes sang. The River Folk looked up from their fields. The Sand Folk looked up from their deep homes. And for the first time, they saw the same light.
The weaver walked between them. He did not speak. He did not need to. The vest spoke. The halo spoke. It showed the River Folk the stillness beneath the river’s flow. It showed the Sand Folk the life beneath the desert’s silence. And the quarrel ended—not with words, but with seeing.
But the vest was not done.
In the night, when the moon was a blade and the stars were grains of sand, the weaver dreamed. In the dream, the vest drank the moon. The glass plates turned silver, and the halo became a ring of shadow that walked beside him. He woke, and the vest was heavy. Not with weight, but with memory. It remembered the sun. It remembered the moon. It remembered the quarrel. And it remembered the price.
The weaver grew old. His scales dulled. His crest withered. But the vest did not. It glowed brighter with each shedding, as if it fed on the light he could no longer hold. On the day of his final shedding, he walked to the place where the river met the sand. He removed the vest. He laid it upon the ground. And he died.
The vest did not fade. It lay there, glowing, waiting.
Centuries passed. The River Folk forgot. The Sand Folk forgot. But the vest remembered. It remembered the weaver. It remembered the light. It remembered the quarrel. And it remembered the question etched in its glass:
What is the price of seeing?
Then came the Renaissance. The steam engines roared. The airships rose. And a hatchling named Syrak Sunveil found the vest in the ruins of the Whispering Cradle. He did not know its name. He did not know its song. But when he donned it, the halo bloomed, and the glass sang.
And the quarrel began again.
The Moral of the Story: The light that ends the quarrel is the same light that begins it. To wear the vest is to carry the question, not the answer.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Lumivest of the Sunveil Weaver
Artifact Description: A sleeveless vest of deep emerald river-reed linen, lined with twelve thin dune-glass plates etched with spiraling Khet-Glyphs. When attuned via a successful POW roll (hard difficulty), the glass captures ethereal light, projecting a 30-foot prismatic halo.
Powers:
- Grants +10% to Occult and Spot Hidden rolls to detect illusions, invisible entities, or Mythos deceptions within the halo.
- Passive: Wearer senses ley lines or hidden doors as faint golden threads (Spot Hidden at normal difficulty).
- Activate (1 MP, once per day): Burst of blinding light in 20-foot radius (Opposed POW roll; victims lose next action if failed).
- Activate (2 MP, 3/day): Focus halo into cone revealing secrets (as Find Gate spell, limited to physical illusions/hidden objects).
Sanity Loss: 0/1D4 (sight of activation); prolonged wear risks 1D3 Sanity loss per week (vest “whispers” forgotten quarrels). Study Time: 1 week (Occult roll to comprehend glyphs; failure inflicts 1D6 Sanity loss). Value: Priceless (Sandwhisperer relic); black market 500-1000 USD (1920s equivalent).
Blades in the Dark
Prismweave Vest [Special Item, 1 Load]
Effect: Fine (+1 Quality) arcane garment blending Iruvian shadow-silk and electroplasmic glass. Worn under normal clothes.
- Improves effect level when resisting or detecting ghostly illusions, arcane deceptions, or spectral tricks (e.g., Survey or Hunt to pierce veils).
- Activate (Flashback or Devil’s Bargain): Project prismatic halo (10 paces) blinding foes (Controlled → Risky for them) or reveal hidden mechanisms/spirits (+1 effect to Prowl or Study).
- Drawback: Volatile—overuse (2+ activations/score) risks stress (1d) from “lightburn” overload; conspicuous glow marks wearer in dim haunts.
Dungeons & Dragons (2024 PHB / 5e)
Lumivest of Prismatic Halo
Wondrous item, uncommon (requires attunement)
A sleeveless emerald vest lined with etched dune-glass. While attuned and wearing it:
- You gain a +1 bonus to Wisdom (Perception) and Intelligence (Investigation) checks to detect illusions or invisible creatures within 30 feet.
- The vest sheds dim light in a 30-foot radius, outlining illusions and invisible creatures as faint prismatic auras (as faerie fire, nonmagical).
Dawnflare Burst (1/Day). As an action, emit a burst of light in a 20-foot radius centered on you. Creatures in the area must succeed on a DC 13 Constitution saving throw or be blinded until the end of their next turn.
Weight 4 lbs.
Knave (2e)
lumivest (1 slot, armor 1)
Sleeveless emerald reed vest with glass glyph plates (1 slot). Passive: Advantage on saves vs. illusions; detect invisible/hidden as shimmering outlines (30 ft). Dawnburst (1/day): 20 ft radius blind (save ends); reveals secrets (as detect magic, 1 min). Quality 2: +1 saves vs. deception; halo reveals traps/doors.
Fate Condensed
Prismatic Lumivest
Extra
Description: A sleeveless emerald vest of river-reed linen lined with etched dune-glass plates that project a prismatic halo when activated. Skills: None. Aspects:
- Glass-That-Drank-the-Sun
- Halo of Unveiled Truths Stunts:
- Prismatic Revelation: +2 to Notice when detecting illusions or hidden things within the 30-foot halo.
- Dawnflare Burst: Once per scene, spend a fate point to create the aspect Blinded by the Light (with 2 free invokes) in a 20-foot zone.
- Leyline Lens: Gain a +2 to Investigate or Lore when searching for secrets or ley lines while the halo is active.
Numenera & Cypher System (Discovery and Destiny)
Lumivest of Prismatic Halo
Level: 1d6+2 Form: Wearable (sleeveless vest) Effect: The wearer projects a 30-foot prismatic halo that reveals illusions and invisible creatures as shimmering outlines (eases Perception tasks by two steps within the area). Once activated (intellect task), the wearer can focus the halo to reveal hidden doors, traps, or ley lines for 10 minutes (level 4 or lower). Activation: 1 action (intellect task) Depletion: 1 in 1d20
Pathfinder (2nd Edition)
lumivest of prismatic halo
Item 4 WONDROUS, RARE Price 80 gp Usage worn armor; Bulk L
This sleeveless emerald vest is lined with etched dune-glass plates. While worn: You gain a +1 item bonus to Perception and Survival checks to detect illusions or invisible creatures within 30 feet. The vest sheds dim light in a 30-foot radius, causing illusions and invisible creatures to glow with faint prismatic auras (as faerie fire, nonmagical).
Activate [one-action] envision (concentrate, light, magical, visual); Frequency once per day; Effect Emit a 20-foot burst of prismatic light. Creatures in the area must attempt a DC 19 Fortitude save. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round. Critical Failure The creature is blinded for 1 minute.
Craft Requirements Supply one casting of faerie fire.
Savage Worlds (Adventure Edition)
Prismatic Lumivest
Arcane Item
A fine emerald vest (+1 Armor, covers torso) with glass-lined plates that channel light powers. Powers (Trappings: Prismatic Light, Dune-Glass Refraction):
- Light/Obscure: Projects 30-foot halo revealing illusions (ignores concealment penalties from illusions/invisibility; +2 Notice).
- Blind: Activate (1 PPE) for 20-foot burst (Vigor -2 or Shaken; Raise: -4 or blinded 1 round).
- Detect/Concealment: Sense hidden doors/ley lines (+2 Notice/Search). Cost: 3 PPE to activate powers (recharges as Arcane Background). Note: Trappings allow flavorful descriptions (e.g., halo flares with solar veins).
Shadowrun (6th Edition)
Prismatic Halo Vest
Armor 9 | Capacity 4 | Avail 10(R) | Cost 12,000¥
A sleeveless emerald synth-linen vest lined with etched dune-glass plates.
- Rating 2 Hardened Armor (non-conductive, +2 vs. illusions).
- Custom Fit: +1 to Perception tests to detect illusions, astral signatures, or hidden nodes within 30 m.
- Active Program (Complex Action): Projects a 20 m prismatic halo; enemies suffer –2 dice pool to attack the wearer (glare); wearer gains +2 to detect concealed items/spirits.
- Overload Risk: After 3 activations, roll Device Rating (4); glitch causes 2S electrical feedback.
Starfinder (Core Rulebook)
Prismatic Lumivest
Level 4 | Price 2,100 | EAC Bonus +1 | KAC Bonus +2 | Bulk L
Worn (armor) This sleeveless emerald vest is lined with etched glass plates that refract light.
- Upgrade Slots: 1
- Capacity: 20 (10/hour recharge under bright light)
- Passive: 30-ft halo reveals illusions and invisible creatures (as see invisibility, nonmagical).
- Activate (Standard Action, 2 charges): 20-ft burst of blinding light (DC 13 Reflex save or blinded 1d4 rounds).
- Environment: In dim light or darkness, halo provides illumination (bright 30 ft, shadowy 60 ft).
Traveller (Mongoose 2nd Edition)
Prismatic Halo Vest
TL 11 | Mass 2 kg | Cost Cr 15,000
Armor +2 (flexible, non-rigid).
- Power Cell: 4 hours continuous halo (recharges 1 hour in sunlight).
- Effect: 30 m prismatic halo grants +1 DM to detect illusions, hidden doors, or concealed weapons; –1 DM to be hit by ranged attacks (glare).
- Burst (1 cell): 20 m flash; targets roll 8+ or lose next action (blinded).
- Skill Bonus: +1 to Recon or Investigation when searching within halo.
Warhammer Fantasy Roleplay (4th Edition)
Lumivest of the Sunveil
AP (Torso) 1 | Qualities: Light, Durable | Price 25 GC (black market)
A sleeveless emerald vest lined with etched glass plates.
- Passive Halo: 30-yard radius reveals illusions and invisible foes (as Detect Illusion, Difficulty Routine +20).
- Test Bonus: +10 to Perception or Intuition tests to spot hidden items within the halo.
- Channel (1 Round, Channelling Test CN 8): 20-yard burst of prismatic light; creatures must pass Toughness Test or be Blinded (–20 WS/BS) for 1 round.
- Drawback: In total darkness, halo flickers; wearer suffers –10 to Fellowship tests (unnatural glow).

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