From: Lineage 5298 of Khet Amra Sunveil
Slot: Held (secondary, auto-attuned when gripped)
Tier: 1
Description: A 14-inch curved dagger forged from a single shard of desert glass infused with captured sunlight. The blade refracts the wearer’s glow into a 5-ft aura of shifting colors, granting +1 to stealth in bright light (mirage effect). Deals 1d4 piercing + 1d4 radiant; throwable (range 20/60). Hilt wraps in scale-friendly reed grip; weighs 1 lb.
Lore: Forged in the blistering glare of Dunehone City’s “Sunshard Eclipse”—the 5823rd solar flare event where Serene Dunes’ silica crystallized into self-radiant shards under Itchme Sate’s alchemical amplifiers—Prismfang Dagger 5823 emerged as Syrak Sunveil’s concealed edge in the shadowy intrigues of Raiderspool’s black-market underbelly. Shaped from a singular 14-inch desert glass shard unearthed from Sandhome’s Level-8 forbidden vaults (a Dustveil survivor said to be Kharveth’s own lens fragment), the curved blade was infused with captured sunlight via Lirra Khetflow’s steam-prism rite, channeling perpetual solar veins that refract wearer glow into mirage auras. Talia Oasisborn etched micro-Khet-Line prisms along the edge during Oasis Fort’s night vigil, while Nyra Sunveil wrapped the hilt in scale-friendly Riverwhisper reed, treated with Seatown tide-resin for throwable balance.
During the “Tidepool Betrayal,” Syrak hurled the dagger 60 ft through a zeppelin porthole, its 5-ft shifting-color aura cloaking his approach in bright harbor lights (+1 stealth mirage), piercing a privateer’s shadow-cloak for 1d4 piercing + 1d4 radiant. Retrieving it via reed-cord tether, the blade’s glow revealed hidden ledgers. River Folk call it “Glass Mirage,” Sand Folk “Sunfang Curve.” Serial 5823 marks the flare count and shard ID. Lirra treasures duplicate 5824; legend whispers the blade “weeps” sunlight tears near betrayers, alerting the pure-hearted.
Tier 1 Stats
- Damage: 1d4 piercing + 1d4 radiant
- Weight: 1 lb
- Attunement: Auto (held, secondary)
- Durability: 15 HP (blade chips, hilt frays; functional until 7 lost)
Skills Gained
- Mirage Throw (trained): +1 to attack/stealth in bright light; advantage on throws (20/60 range).
- Prism Retrieve (expert): Bonus action recall thrown dagger (reed tether, 60 ft).
Passive Magics
- Refraction Aura – 5-ft shifting colors; +1 stealth in bright light (mirage effect).
- Sunlight Infusion – Always deals 1d4 radiant; ignores radiant resistance.
- Scale Grip – Reed hilt prevents slip; +1 Dex saves while held.
Activatable Magics
- Sunshard Throw (3/day, 1 mana boost): Range 30/90, +1d4 radiant on hit.
- Mirage Shroud (1/long rest, no cost): 10-ft aura blinds foes (DC 13 Con save, 1 round).
- Vein Pierce (1/short rest, 2 mana boost): Sync with held gear; ignore concealment/resistance next attack.
Specific Slot
- Held (secondary weapon, auto-attuned; throwable, retrievable).
Tags:
Tier-1 Weapon, Desert-Glass Dagger, Radiant Pierce, Mirage Stealth, Throwable Prism, Bright-Light Bonus, Reed-Grip Hilt, Renaissance Eclipse, Sun-Vein Infusion, Betrayer Bane, Silver-Fire Option, Dustveil Shard, Retrieval Tether, Aura Shroud
Prismfang Dagger 5823 – Acquisition Venues & Pricing in Saṃsāra All transactions use Amratian coinage (10 Copper = 1 Silver; 10 Silver = 1 Gold; etc.). Prices fluctuate ±22% by eclipse flare, glass purity, and harbor raids. Haggling via Khet-Zaf prism*
- Cash: 58 Gold
- Barter Equivalents:
- 5823 g desert glass shards OR
- 7 mana-boost prism dust OR
- 1 privateer cargo manifest (harbor run)
1. Dunehone City Sunshard Bazaar (Shard Pavilion 58) Shop Type: Sand Folk Prism-Cutter Guild – “Glass & Mirage Forge” How Sold: Eclipse-flare auction in sunlit dome; dagger displayed on prism pedestal, mirage demo in bright light. Bidders offer glass shards or eclipse logs. Cost:
- Base Bid: 58 Gold (honors 58th flare)
- Final Sale Range: 70–95 Gold (includes 13% guild tithe)
- Bundle Option: 130 Gold with matching Solwhip 1947
2. Raiderspool Shadow-Dock Armory (Deck 23 Locker) Shop Type: Privateer Concealed Blade – “Fang in the Dark” How Sold: Invite-only in swaying hold; access via sunfang tattoo. Dagger in prism-sealed case; buyer tests 60 ft throw in zero-gravity. Quick mirage test or no deal. Cost:
- Cash: 100 Gold (shadow-risk premium)
- Favor Trade: 80 Gold + 1 harbor raid coordinate OR safe zeppelin passage
3. Khet-Vara Royal Zeppelin Armory (Berth 58 Apex) Shop Type: Queen’s Stealth Outfitter – “Mirage & Throw” How Sold: Appointment in altitude chamber; dagger arrives via pneumatic tube in reed case. Buyer tests 5-ft aura in bright cabin; throw demo on holographic target. Warranty: free reed re-wrap if torn. Cost:
- Fixed Price: 85 Gold (includes royal certification)
- Trade-In: Any Tier 1 dagger for 20 Gold credit
4. Riverbend Sate Reed-Kiln Market (Dock 58 Stall) Shop Type: River Folk Glass-Weaver Exchange – “Shard & Scale” How Sold: Bi-weekly barter under reed canvas at River Mirage Fair. Dagger on silt-cooled stand; River Folk trade reed, Sand Folk offer glass. Demo: mirage in river glare. Cost:
- Cash: 65 Gold
- Barter Equivalents:
- 5823 reed strands OR
- 8 mana-boost glass dust OR
- 1 barge cargo manifest (glass run)
5. Oasis Fort Sun-Caravan Stop (Mobile Prism-Tent – “Fang of the Flare”) Shop Type: Nomadic Shard-Peddler – “Glass on the Move” How Sold: Pop-up during Oasis Shard Conclave (monthly). Dagger on steam-rotating stand; trader demos 60 ft throw in oasis light. Includes mirage-polishing kit. Cost:
- Cash: 75 Gold
- Desert Barter: 55 Gold + 2 days caravan escort OR 1 Sun-Tear shard
Resale & Reforging
- Damaged/Used Units: 25–40 Gold at any forge (blade sold separately: 15 Gold).
- Reforging Fee: 25 Gold + 1 mana boost prism dust to re-facet blade and re-wrap hilt (Dunehone exclusive).
Prismfang Dagger 5823 – Roleplay in Defense & Offense Across Environments
1. Serene Dunes (Unsafe Area – AC halved) Defense Roleplay: Syrak crouches in glare; Refraction Aura 5-ft shifting colors cloaks him (+1 stealth). Sandworm lunges—Prism Retrieve bonus action recalls thrown dagger mid-air; Sunshard Throw (1 mana) 30/90 ft, 1d4+1d4 radiant pierces eye. Offense Roleplay: Raider camp. Syrak slinks; Mirage Shroud (no cost) 10-ft blind. Vein Pierce (2 mana) ignores concealment—dagger sinks into leader.
2. Great Khet River Valley (Somewhat Safe – AC doubled) Defense Roleplay: Barge ambush. Arrows—Scale Grip +1 Dex save dodges. Sunlight Infusion 1d4 radiant parries arrow. Prism Retrieve reels dagger from water. Offense Roleplay: Boarding. Syrak throws 60 ft; Mirage Shroud blinds deck. Vein Pierce pierces captain’s shield.
3. Khet-Vara Sky-Dock (Designated Safe – AC tripled) Defense Roleplay: Zeppelin duel. Assassin strikes—Refraction Aura +1 stealth in cabin light. Sunshard Throw 90 ft pins sleeve. Prism Retrieve reels back. Offense Roleplay: Royal challenge. Syrak flicks; Mirage Shroud blinds foe. Vein Pierce ignores guard.
4. Subterranean Sandhome (Designated Safe – AC tripled) Defense Roleplay: Cave collapse. Syrak throws into dark; Sunlight Infusion lights path. Prism Retrieve pulls back. Scale Grip prevents drop. Offense Roleplay: Rival duel. Sunshard Throw 90 ft; Mirage Shroud blinds. Vein Pierce strikes heart.
5. Raiderspool Black-Market Sky-Alley (Unsafe – AC halved) Defense Roleplay: Zero-gravity ambush. Syrak throws; Refraction Aura cloaks in porthole glare. Prism Retrieve reels from void. Scale Grip holds grip. Offense Roleplay: Shard theft. Sunshard Throw 90 ft; Mirage Shroud blinds guards. Vein Pierce cuts lock.
Universal Combo (Any Environment)
- Defense: Pair with Crestcrown 8139—Vein Pierce + Daylight Flare = 30-ft blind throw.
- Offense: Sync with Solwhip 1947—Mirage Shroud + lash = 20-ft blind zone.
Roleplay Note: Syrak narrates dagger’s hum as sun’s whisper; blade weeps light near betrayers, prompting Khet-Zaf chants for +1 to next throw.

Perception of Activation:
User’s Perspective (Syrak Sunveil): The instant grip tightens, a tingle races up the arm—reed hilt warms like sun-baked scale, glass blade ignites with inner radiance. Solar veins flare along facets; 5-ft aura of shifting colors erupts, mirage cloaking wearer (+1 stealth). Each slash hums with ozone scent; 1d4 piercing + 1d4 radiant leaves rainbow aftertrails. Throw—dagger sings through air, 20/60 ft. Prism Retrieve bonus action reels via reed tether. Extra-sensory: bright light bends around blade; illusions shatter violet in path.
Positives:
- Instant +1 stealth in bright light; wearer feels mirage as second skin.
- Sunlight Infusion 1d4 radiant sensed as pure energy flow.
- Scale Grip +1 Dex save—dagger never slips.
Negatives:
- Overuse (3+ throws/day) risks facet chip—roll 2d4 pain interval/HP loss.
- In darkness, aura dims to 2 ft—stealth bonus lost.
Observer’s Perspective (Ally or Foe): A soft hum as Syrak draws. Glass blade flares; 5-ft shifting-color aura ripples like heat haze. Air shimmers with ozone; radiant slash leaves rainbow arcs. Throw—dagger streaks 60 ft, mirage cloaking path. To foes: eyes blur, target vanishes. To allies: aura edges glow safe gold. Scent: hot glass and reed. Extra-sensory (Mind’s Eye users): observer feels light pull—dagger path reveals concealed as violet threads.
Positives:
- Allies within 5 ft gain +1 to detect illusions (shared aura).
- Vein Pierce visible as golden thread linking dagger to synced gear.
Negatives:
- Foes gain +1 to target dagger (glow marks).
- In deathly areas, aura flickers—range halves to 30/60 ft.
Recipe: Prismfang Dagger 5823 – Sunshard Mirage Blade
Materials Needed
- Desert Glass Shard (Sun-Tear Grade): 14-inch curved – Dunehone flare crystal (58 Gold).
- Riverwhisper Reed Grip: 12 in – eclipse-harvested (28 Gold).
- Sunlight Infusion Resin: 1 vial – captured via steam-prism rite (35 Gold).
- Micro-Khet-Line Diamond Etcher: 1 – for prism facets (30 Gold).
- Zaf-Amra Scale Imprint: 1 shed scale (post-shedding, radiant grade) for tether.
Tools Required
- Prism-Facet Forge – steam-heated, light-focused (Dunehone rental: 10 Gold/day).
- Reed-Wrap Loom – micro-tensioned (Riverbend: 6 Gold/day).
- Mirage Infusion Crucible – quartz-lined (4 Gold).
- Tether Drill – reed-micro, steam-calibrated (3 Gold).
Skill Requirements
- Alchemical Forging: Expert (DC 18) – for glass infusion and facet sync.
- Steamcraft Calibration: Trained (DC 16) – for reed tether mechanics.
- Zaf-Khet Rune Mastery: Trained (DC 15) – for micro-prism etching.
- Mind’s Eye (Passive): +1 bonus from solar lineage (Syrak auto-passes).
Crafting Steps (Total Time: 58 minutes – sacred to flare shard)
- Minute 1–20: Glass Faceting
- Curve 14-inch shard in prism-forge at 582 °F (steam-heated).
- Etch 58 micro-prism facets with diamond etcher; cool in oasis water.
- Minute 21–38: Infusion & Resin
- Infuse glass with sunlight resin in mirage crucible for 12 minutes.
- Coat blade; steam-cure at 250 °F—blade ignites with inner radiance.
- Minute 39–50: Grip & Tether
- Wrap hilt with reed on wrap loom; drill micro-tether hole.
- Secure with scale imprint—reed warms to scale pattern.
- Minute 51–58: Final Bind
- Wearer grips dagger under noon sun.
- Chant Khet-Zaf “Zephara Fang-Khet” (6-second ritual) – 5-ft mirage aura ripples.
- 60 ft test throw; dagger returns via tether. Final hum seals attunement.
Success: Dagger gains all Prismfang 5823 properties. Failure (DC fail by 5+): Facets misalign—roll 1d4 lost; retry after 1 long rest. Cost Summary: 151 Gold (materials) + 23 Gold (tool rental) = 174 Gold total (or 58 Gold with flare salvage + partner labor).
Fang That Drank Sun’s Tear
In the time when the sun wept glass and the river swallowed light, when the blade had no edge and the mirage had no name, there came a shaper whose name is lost, though some say Khet-Fang, others Sul-Zar, and still others whisper Shard-That-Was-Not-Yet.
He walked the places where the dune bled into the water, where the glass grew sharp as memory and the reed grew soft as forgetting. His hand was young, his grip dull, for the First Shedding had not come, and his heart was heavy with the quarrel of two peoples. The River Folk cursed the sun that burned their eyes. The Sand Folk cursed the river that drowned their shadows. And the shaper walked between, carrying nothing but a shard of glass from the sun’s own tear and a wrap of reed from the river’s tongue.
The shard was curved as a tear, bright as the moment before blindness. When the shaper held it to the sun, the light did not pass through—it stayed. It curled inside the glass like smoke, waiting. The shaper saw this and did not understand, but he kept the shard in a pouch of reed, and he walked.
He walked until the river vanished and the sun swallowed the horizon. There, at the place where the two lights fought, he set his forge. Not of iron, not of stone. He set his will. He shaped the glass with the reed, each facet a word in a tongue older than the quarrel, older than the fang, older than the sun that had not yet learned to weep. He sang as he shaped, and the song had no words, only hums—fifty-eight hums, rising, falling, refracting, cloaking, level—like the breath of the world before it learned to hide.
When the dagger was done, it was curved as the silence between heartbeats, sharp as the sun’s own tear. The shaper took the reed and wrapped the hilt. He pressed it with his palm, and the reed melted—not with heat, but with path. It became a grip, soft as scale, strong as mirage. He etched the blade with prisms that were not prisms, but questions.
He gripped the dagger.
And the sun wept.
The blade did not fall upon the sand—it passed through it. It did not touch the river—it drank it. Five feet of shifting colors, mirage as the sun’s tear, radiant as the river’s scream. The blade touched the River Folk, and their eyes blinded. It touched the Sand Folk, and their shadows vanished. The people looked up from their quarrel. They saw the light. And for the first time, the sun wept.
The shaper walked between the weeping places. He did not speak. He did not need to. The dagger spoke. The mirage spoke. It showed the River Folk the shadow beneath the river’s glare. It showed the Sand Folk the light beneath the dune’s silence. And the quarrel ended—not with peace, not with silence, but with seeing.
But the dagger was not done.
In the night, when the sun slept and the river dreamed, the shaper dreamed. In the dream, the dagger drank the sun’s tear. The prisms turned silver, and the mirage became a cloak that walked beside him. He woke, and the dagger was heavy. Not with weight, but with time. It remembered the river. It remembered the sand. It remembered the quarrel. And it remembered the price.
The shaper grew old. His grip withered. His mirage faded. But the dagger did not. It drank stronger 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 sun met the river. He uncoiled the reed. He laid the dagger upon the ground. And he died.
The dagger did not fade. It lay there, humming, waiting.
Centuries passed. The River Folk forgot. The Sand Folk forgot. But the dagger remembered. It remembered the shaper. It remembered the light. It remembered the silence. And it remembered the question etched in its prisms:
What is the price of drinking the sun’s tear?
Then came the Renaissance. The zeppelins rose. The privateers sailed. And a hatchling named Syrak Sunveil found the dagger in the ruins of the Tide-Dock. He did not know its name. He did not know its tear. But when he gripped it, the mirage rippled—and the sun wept.
And the quarrel began again.
The Moral of the Story: The fang that ends the quarrel is the same fang that begins it. To wield the dagger is to carry the tear, not the silence.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Prismfang Dagger of Mirage Glow
Artifact Description: A 14-inch curved dagger forged from desert glass infused with sunlight, hilt wrapped in reed. Attunement requires a successful POW roll (normal difficulty).
Powers:
- Grants +10% to Fighting (Dagger) or Stealth rolls in bright light (mirage effect); 1D4 piercing + 1D4 radiant damage, throwable (range 20/60).
- Passive: 5-foot shifting color aura (+10% Stealth in light); retrieve thrown dagger (DEX roll).
- Activate (1 MP, 3/day): Extend radiant throw (+20% attack).
- Activate (2 MP, once per day): Mirage shroud blinds 10-foot radius (Opposed POW roll).
Sanity Loss: 0/1D3 (aura ripple); prolonged wear risks 1D4 Sanity loss per week (sun’s tears). Study Time: 1 week (Occult roll to comprehend; failure inflicts 1D4 Sanity loss). Value: Priceless (eclipse relic); black market 700-1400 USD (1920s equivalent).
Blades in the Dark
Prismfang Dagger
[Special Item, 0 Load]
Effect: Fine (+1 Quality) throwable glass dagger with mirage aura.
- Improves effect level when throwing or stealthing in light (e.g., Skirmish or Prowl).
- Activate (Flashback or Devil’s Bargain): 5-pace color aura (+1 effect stealth) or radiant throw blinds (Controlled → Risky for foes).
- Drawback: Volatile—overuse risks stress (1d) from facet chip; glow conspicuous in dark.
Dungeons & Dragons (2024 PHB / 5e)
Prismfang Dagger
Weapon (dagger), uncommon (requires attunement)
A 14-inch curved dagger of desert glass infused with sunlight.
- Damage: 1d4 piercing + 1d4 radiant.
- Properties: Finesse, Thrown (20/60 ft).
- While attuned, you gain a +1 bonus to Dexterity (Stealth) checks in bright light (mirage aura).
Properties: Retrievable (bonus action recall within 60 ft). Weight 1 lb.
Knave (2e)
prismfang dagger
(1 slot, weapon)
Curved glass dagger with reed hilt (1 slot). Passive: 1d4 piercing + 1d4 radiant, thrown 20/60; +1 stealth bright light (mirage). Sunshard Throw (3/day): Range 30/90, +1d4 radiant. Quality 2: +1 attacks/stealth light; retrieve thrown.
Fate Condensed
Prismfang Dagger
Extra
Description: A 14-inch curved dagger of desert glass infused with sunlight, hilt wrapped in reed, refracting light into a mirage aura. Skills: None. Aspects:
- Shard of the Sun’s Tear
- Mirage Cloak of Shifting Colors Stunts:
- Refraction Aura: +2 to Stealth when in bright light due to the 5-foot shifting color mirage.
- Sunshard Throw: Once per scene, spend a fate point to throw the dagger (20/60 range) with +2 to Fight and retrieve it as a free action.
- Radiant Pierce: Gain a +2 to Fight attacks with the dagger, adding 1d4 radiant damage.
Numenera & Cypher System (Discovery and Destiny)
Prismfang Dagger
Level: 1d6+2 Form: Light weapon (melee or thrown) Effect: Deals 2 piercing + 2 radiant damage; thrown (20/60 range). In bright light, wearer gains asset to stealth tasks (mirage aura). Retrieve thrown dagger as free action within 60 feet. Activation: 1 action (Intellect task for aura blind) Depletion: 1 in 1d20 (5-foot aura blinds level 2 or lower, 1 round)
Pathfinder (2nd Edition)
prismfang dagger
Item 4 WEAPON, RARE Price 90 gp Damage 1d4 P + 1d4 R; Bulk L
Melee [one-action] dagger (agile, finesse, versatile S); Ranged [one-action] thrown 20 ft. This curved desert glass dagger refracts light. While in bright light: You gain a +1 item bonus to Stealth checks (mirage aura).
Activate [free-action] manipulate (light, magical); Frequency 3 times per day; Effect Add 1d4 radiant damage to the next attack.
Craft Requirements Supply one casting of color spray.
Savage Worlds (Adventure Edition)
Prismfang Dagger
Arcane Item
Curved glass dagger (Str+d4 piercing, thrown 3/6/12). Powers (Trappings: Desert Glass, Mirage Aura):
- Smite: +1d4 radiant.
- Deflection: +1 Parry or +2 to resist in bright light (mirage).
- Blind: Activate (1 PPE) for 5-yard aura (Notice -2 or Shaken; Raise: blinded 1 round). Cost: 2 PPE to activate powers (recharges as Arcane Background). Note: Retrievable (free action within 12 yards); +1 Stealth in bright light.
Shadowrun (6th Edition)
Prismfang Dagger
Exotic Weapon (Dagger) 6 | Reach 1 | Avail 10(R) | Cost 12,000¥
Curved desert-glass dagger with reed hilt.
- Damage 4P (radiant, AP –); Thrown 20/60 ft.
- Custom Fit: +2 dice to Exotic Weapon (Dagger) tests; +1 Stealth in bright light (mirage).
- Active Program (Simple Action): Radiant throw adds 2P.
- Passive: Retrieve thrown dagger (Simple Action within 60 ft).
- Overload Risk: After 3 activations, roll Device Rating (3); glitch causes 2P feedback.
Starfinder (Core Rulebook)
Prismfang Dagger
Level 5 | Price 2,900 | Damage 1d4 P + 1d4 R | Bulk L
Melee (operative) Curved glass dagger with reed grip.
- Critical: Radiant burst (1d4 R in 5 ft).
- Special: Thrown (20/60 ft); +1 insight to Stealth in bright light.
- Capacity: 20 (10/hour recharge in light)
- Activate (Standard Action, 1 charge): Add 1d4 radiant to next attack.
Traveller (Mongoose 2nd Edition)
Prismfang Dagger
TL 11 | Mass 0.5 kg | Cost Cr 15,000
Damage 1d6+2 (thrown 20/60).
- Power Cell: 5 throws continuous (recharges 1 hour in sunlight).
- Effect: +1 DM to Melee (Dagger); +1 Stealth in bright light.
- Radiant (1 cell): Add 1d4 radiant.
- Skill Bonus: +1 to Athletics or Stealth when thrown.
Warhammer Fantasy Roleplay (4th Edition)
Prismfang Dagger
Damage +SB+4 | Qualities: Light, Precise | Price 25 GC (rare)
Curved glass dagger with reed hilt.
- Passive: +10 to WS tests with dagger; +10 to Stealth in bright light (mirage).
- Radiant (1 Round, Channelling Test CN 7): Add +1d10 radiant damage.
- Mirage (on hit): Target must pass Cool Test or be Dazzled (–10 WS/BS) for 1 round.
- Drawback: In darkness, blade dims; –10 to WS tests (solar hunger).

Comments
One response to “Prismfang Dagger 5823”
[…] Prismfang Dagger 5823 […]