From: Lineage 913 of the Tideglass Artificers
This is an elegant polearm perfectly suited for an Apsaran’s stable fighting platform. The nine-foot shaft is crafted from water-seasoned Luminwood, giving it a pale, shimmering quality. The three tines are forged from silvery, corrosion-resistant Orichalcum, and a single, flawless Aura Pearl is set into the base where they meet the shaft. The weapon is masterfully balanced for use both on land and in the water. As a Tier 1 magical item, its enchantment is subtle: when fully submerged, the Aura Pearl negates the resistance of the water, allowing the wielder to thrust and parry with the same speed and force as if they were on dry land.
Lore
This trident is not a standard military weapon, but a masterwork created by Lyrion the Wave-Sage, an ancient Elven smith who dwells in a secluded cove on the coast of Aegean. Lyrion is one of the few non-Apsarans who has mastered the art of seasoning Luminwood for use in saltwater environments. The trident’s nine-foot shaft was crafted from a bough gifted by the Whispering Woods, then submerged in a magically-warded tidal pool for a full year to imbue it with the ocean’s rhythm.
The Orichalcum for the tines was sourced from a single, massive hydrothermal vent in the Sky-Kraken Deeps, a dangerous endeavor that yields a metal uniquely attuned to both the fire of the world’s heart and the cold of the abyssal sea. The weapon’s true heart, however, is the flawless Aura Pearl. It was a gift from the Wavekeepers of Coralia Major, harvested from a giant oyster that had lived for centuries in their most sacred, tranquil basin. The pearl’s perfection and its long exposure to calm, potent magic are what allow it to so perfectly harmonize with the water around it. The trident was originally commissioned by an Apsaran Wavekeeper who desired a weapon that could serve as both a symbol of their office and a tool to better commune with Thalindra’s tides.
Item Values
- Tier One Stat Modifiers:
- Weapon Type: Martial Polearm
- Damage: 1d8 Piercing
- Properties: Reach, Versatile (1d10), Aquatic
- Bonus: This is a +1 magic weapon, granting a +1 bonus to attack and damage rolls.
- Skills Gained:
- Survival (Marine): The wielder gains proficiency in this skill. The trident’s innate connection to the sea grants the user an intuitive sense of oceanic patterns, providing an advantage on checks made to navigate at sea or predict the weather.
- Passive Magical Effects:
- Unimpeded Flow: The weapon is perfectly harmonized with water. The wielder suffers no disadvantage on attack rolls made while underwater, and their attacks ignore any damage reduction caused by water.
- Pearl’s Glow: The Aura Pearl is naturally luminescent. While submerged, it emits a soft, pearlescent glow, shedding dim light in a 10-foot radius.
- Tidal Sense: The wielder can always feel a faint, pulsing connection to the ocean. They can automatically sense the direction of the nearest large body of salt water and whether the local tide is currently ebbing or flowing.
- Activatable Magical Effects:
- Tide’s Push (3 times per day): After successfully hitting a creature with the trident, the wielder can use a minor action to cause the Aura Pearl to flare. A localized blast of force erupts from the point of impact, forcing the target to make a Strength saving throw or be pushed 10 feet directly away from the wielder.
- Call the Current (Once per Long Rest): The wielder can hold the trident aloft and perform a one-minute ritual. If they are in a body of still or slow-moving water, they can create a gentle current (5 feet per round) in a 30-foot radius centered on themselves, flowing in a direction of their choice. This current lasts for 10 minutes and can be used to guide a small boat, clear away fog, or gently move objects.
- Specific Slot:
- Main Hand (can be used with Two Hands)
- Tags:
- Trident, Polearm, Magical Weapon, Luminwood, Orichalcum, Aura Pearl, Aquatic, Tier 1, Luminescent, Elven Crafted, Reach, Versatile, Lyrion’s Make, Wavekeeper’s Commission, Crowd Control, Forced Movement, Utility, Navigational Aid, Weather Sense, No Water Penalty, Spiritually Attuned, Elegant Design, +1 Weapon
A masterwork weapon like the Tide-Caller’s Trident 337, with its named creator and rare materials, would be a prized possession. Its sale would be an event, handled in exclusive venues where both its martial prowess and its artistic lineage are appreciated.
1. The Artisan’s Commission
- Type of Shop: The only place to acquire a new trident of this exact make is the secluded workshop of its creator, Lyrion the Wave-Sage. His forge is not in a bustling city but is said to be hidden in a coastal grotto, its location a secret known only to a select few. It is a place of serene, focused creation, where the sound of the hammer is timed to the rhythm of the crashing waves.
- How it is Bought/Sold: One does not simply buy from Lyrion; one petitions him. A prospective client must first find him and then prove themselves worthy of wielding one of his creations. Lyrion is an artist who believes his weapons have a spirit. The “transaction” involves long conversations where he assesses the client’s character and goals. If he agrees, the process is long and may require the client to undertake a quest to acquire a key component, such as a flawless Aura Pearl.
- Cost: This is the baseline value, representing the cost of materials and a master’s time.
- Cost to Commission: Approximately 70 Platinum, plus the completion of any task or quest the smith requires.
2. The High-End Adventurer’s Outfitter
- Type of Shop: A prestigious outfitter in a major city, like “The Sea-Serpent’s Scale” in Port Aqua-Vel. This establishment deals in high-end, often unique, magical gear acquired from adventurers or on consignment from master crafters. The trident would be a centerpiece, displayed on a velvet-lined rack under a magical light that makes its materials shimmer.
- How it is Bought/Sold: This is a high-end retail experience. The proprietor, an expert in magical arms, would present the weapon’s full history: its Elven creator, the rare materials, its Wavekeeper commission. A serious buyer would be allowed to handle it to feel its perfect balance. The price is high, reflecting the shop’s service and the weapon’s immediate availability. This is also the most likely place for an adventurer to sell such an item.
- Cost:
- Cost to Purchase: Approximately 1 Rhodium (100 Platinum).
- Value if Selling: A shopkeeper would offer around 55 Platinum.
3. The Tidetower Armory (Bestowal)
- Type of Shop: This isn’t a shop, but a sacred or royal vault, such as the armory within the Grand Tidetower of Tidehaven or the royal treasury. These places store artifacts and masterwork items to be bestowed upon champions of the faith or the nation.
- How it is Bought/Sold: The item is not bought with money, but earned through deeds. A Wavekeeper or Apsaran monarch would present the trident to an avatar in a grand ceremony as a reward for a significant act of service—slaying a notorious sea monster, defending a city from pirates, or successfully navigating a perilous, uncharted sea route. The weapon is a symbol of honor and trust.
- Cost:
- Cost: A heroic deed. Its monetary value is secondary to the renown required to earn it.
4. The Noble’s Auction House
- Type of Shop: An exclusive auction house in Tidehaven that deals in fine art, historical artifacts, and, occasionally, legendary weapons. An establishment like “The Azure Collection” would only handle a weapon like this if it had a significant history—for example, if it was the personal weapon of a famous Apsaran hero.
- How it is Bought/Sold: The trident would be the feature item of an auction. Its known history and deeds would be detailed in a finely printed catalog. The sale would be a formal, invitation-only event attended by wealthy nobles, champions, and guild masters. The bidding would be intense, driven as much by the desire for a status symbol as for a functional weapon.
- Cost: The price is determined by prestige and competitive bidding.
- Estimated Auction Price: Likely to start at 1 Rhodium and could sell for 1 Rhodium, 30 Platinum or significantly more.
The Tide-Caller’s Trident 337 is a weapon of control. Its roleplay in combat focuses on manipulating the battlefield, keeping enemies at a distance, and turning any aquatic environment into a decisive advantage.
Offensive Roleplay (Controlling the Flow)
Offensively, the trident is used to dictate the terms of engagement, using its reach and magical abilities to create openings and eliminate foes.
Underwater Combat
This is where the trident’s elegance becomes lethal. You wouldn’t just say you attack; you’d describe it: “Despite the crushing pressure, the trident feels weightless. I lunge forward with impossible speed, the water offering no resistance.” After striking an enemy, you can use its magic to control their position. You’d narrate the follow-up: “As my tines connect, I call on the pearl’s magic. A blast of pure force erupts from the impact, sending the sahuagin tumbling backward through the water to slam into the coral reef behind it.”
Dockside Skirmish
On a pier or ship’s deck, the trident’s Reach is its greatest offensive tool. You’re not just fighting, you’re creating a zone of death.
- Roleplay Example: As pirates try to board your ship, you’d describe your actions: “I plant my feet at the railing, the nine-foot length of my trident creating a wall of sharp Orichalcum. They can’t get close without being impaled.” When a heavily armored foe tries to charge through, you use Tide’s Push: “I set my trident against the charging pirate’s shield, and as he puts his weight into it, I activate the pearl. A concussive blast sends him stumbling backward right off the gangplank and into the harbor below.”
Defensive Roleplay (The Unbreachable Shore)
Defensively, the trident is used to deny areas to the enemy, protect allies, and facilitate tactical retreats.
Defending a Position
The weapon’s length and balance make it a superb defensive tool. In a narrow corridor or doorway, you become a formidable obstacle.
- Roleplay Example: You’d narrate your stance: “I brace the butt of the trident against the stone floor and hold it angled towards the passage. With its reach, I can strike anyone who enters long before they can get close to me or my allies. Let them come; they will break themselves upon this point.”
Strategic Retreat
The Call the Current ability is a powerful, non-combat tool for controlling the environment defensively.
- Roleplay Example: Your party is ambushed on a riverbank and needs to escape in your small skiff. You’d describe your action: “I leap into the boat and thrust the trident into the water, concentrating on its magic. The still water around us begins to churn, forming a swift current that pulls our boat away from the shore and downstream, carrying us out of the archers’ range faster than they can keep up.”
Parrying and Deflecting
The trident’s magical balance and long shaft make it excellent for parrying. Against a single powerful enemy, you would describe a defensive dance: “The minotaur’s axe swings down, but I meet it not with force, but with flow. I use the long Luminwood shaft to redirect the blow, spinning with the momentum and forcing the creature off-balance, leaving it open for my counter-attack.”

Perception of Activation:
When the Tide’s Push ability of the Tide-Caller’s Trident 337 is activated, the perception is a sharp, violent, and concussive event, a stark display of the weapon’s latent power.
User’s Perspective
The activation is an instantaneous extension of your successful strike. The moment your trident’s tines find their mark, you feel a sharp, biting coldness radiate from the Aura Pearl, flooding your hands and arms. It’s not the cold of ice, but the profound chill of the deep ocean. This is immediately followed by a high-frequency chime that resonates up the Luminwood shaft, a pure, piercing note that you feel in your teeth. As the magic discharges, the weapon kicks back in your grip with the force of a controlled explosion.
Your extra-sensory perceptions are a flash of overwhelming power. Your passive Tidal Sense flares violently for a split second, giving you a phantom sensation of a colossal wave crashing against a shore inside your mind. Through your Wave-Sight, you don’t just see the enemy get pushed; you perceive a brilliant, white-hot lance of pure kinetic energy erupting from the pearl and slamming into the target’s aura, violently shoving it backward.
Observer’s Perspective
To an observer, the activation is a loud and stunning event. They see the trident strike its target. Instantly, the small Aura Pearl at the base of the tines flashes with a blindingly white light. A visible, shimmering wave of concussive force, like a heat haze over a hot road, erupts from the point of impact.
The flash is accompanied by a sharp, deafening CRACK, a sound like a thunderclap and a bullwhip combined, as the magical force displaces the air. The target is not just pushed; they are thrown backward as if struck by an invisible battering ram. The activation is so sudden and violent that it leaves a lingering smell of ozone and sea salt in the air.
Positives
The primary positive is its immense tactical value. It’s a reliable tool for controlling the battlefield by forcibly repositioning enemies. You can push a dangerous foe away from a vulnerable ally, shove a shield-bearer out of a defensive formation, or send an enemy tumbling off a ledge or into a hazard. This ability to create openings and control spacing can dramatically turn the tide of a close-quarters fight. Being usable multiple times per day makes it a dependable part of your combat style.
Negatives
The activation is incredibly loud and unsubtle. It’s a massive beacon that screams “powerful magic weapon” to everyone in the area, eliminating any chance of a stealthy engagement. Its greatest limitation is that it requires a successful hit to trigger; if you can’t land a blow, the ability is useless. The push is also uncontrolled—it always moves the target directly away from you, which can sometimes be a disadvantage if your allies were also in melee range. Finally, its limited uses per day mean that each activation is a tactical decision, and wasting a push on a minor foe could be a significant regret later.
Armorer’s Blueprint: Wave-Force Trident
This document details the methods for crafting a Tier 1 magical trident in the Aegean Elven style. The process requires mastery of both smithing and woodworking, as well as a fundamental understanding of hydromantic enchantment.
Materials Needed
- One Nine-Foot Bough of Gifted Luminwood: The shaft must be crafted from wood that has been respectfully received from the Whispering Woods. The bough must be straight and free of knots.
- Three Ingots of Refined Orichalcum Ore: Sourced from deep-sea hydrothermal vents, this silvery, corrosion-resistant metal is required for the tines.
- One High-Quality Aura Pearl: While a flawless pearl is preferred, a high-quality specimen with good color and resonance is sufficient for the enchantment.
- One Flask of Sea-Kelp Resin: An alchemically prepared, waterproof adhesive used for setting the focus pearl and securing the haft.
- Spool of Orichalcum Wire: Used for the final binding of the trident head to the shaft, ensuring a durable, resonant connection.
- Vial of Powdered Silver: To be used in the final enchanting ritual.
Tools Required
- High-Temperature Forge: A forge capable of reaching and maintaining the extreme temperatures needed to work Orichalcum.
- Master Smith’s Hammer & Tongs: A set of perfectly balanced tools for shaping the magical metal.
- Trident-Head Mold: A graphite or stone mold for casting the initial shape of the tines.
- Fine Woodshaper’s Kit: A collection of saws, planes, and carving knives for shaping the Luminwood shaft.
- Jeweler’s Setting Kit: A set of delicate tools for carving the pearl’s seat and securely setting it in place.
- Deep-Water Quenching Basin: A large basin filled with pure, cold seawater for the final tempering process.
Skill Requirements
- Primary Skill: Master Weaponsmithing (Polearms). The crafter must be an expert in forging and balancing long-hafted weapons.
- Secondary Skill: Master Woodworking (Luminwood). This specialized skill is required to shape the magical wood without disrupting its internal resonance.
- Required Knowledge: Gemology & Enchanting. The crafter must understand how to set a magical focus like an Aura Pearl and perform the final awakening ritual.
Crafting Steps
- The Seasoning (Duration: One Month): The raw Luminwood bough must be prepared. It is submerged in a saltwater tidal pool that ebbs and flows freely with the ocean. It must remain there for one full lunar cycle to become “water-seasoned,” absorbing the rhythm of the tide into its grain.
- Forging the Tines (Duration: 2 Days): The Orichalcum ingots are melted down in the high-temperature forge and cast in the trident-head mold. The smith then spends many hours at the anvil, hammering the cast head to perfection—sharpening the points, defining the edges, and tempering the metal for both strength and flexibility.
- Shaping and Hafting (Duration: 1 Day): The seasoned Luminwood is retrieved and carefully shaped into a smooth, perfectly balanced nine-foot shaft. The forged trident head is then meticulously fitted to the shaft and bound with the Orichalcum wire and sea-kelp resin to create a single, solid piece.
- Setting the Pearl (Duration: 4 Hours): This is the most delicate step. The artisan uses the jeweler’s kit to carve a perfect seat for the Aura Pearl at the base of the tines. The pearl is set in place with a final application of resin, creating the heart of the weapon’s enchantment.
- The Awakening (Duration: 1 Hour): The finished trident must be taken to the ocean shore during a high tide. The smith performs a ritual chant in Thal-Vox, tracing runes of power onto the shaft with the powdered silver. As the chant is completed, the trident is plunged into the sea. If the ritual is successful, the Aura Pearl will pulse with a soft, pearlescent light, signaling that the weapon’s magical abilities are now active.
Song of Three Gifts
It is told, from a scroll whose edges were eaten by salt and time, that there came an age when the sea grew troubled in its heart. The currents, which had ever been as true as a weaver’s thread, became knotted and angry. The fish swam in mad circles, and the great whales sang songs of sorrow. In the underwater city of Coralia Major, the Wavekeeper of that time, whose name is lost but who was said to be wise, felt this sickness in his own spirit. He knew that a weapon of common make was of no use against a sickness of the world’s soul. He needed a tool that could not just fight, but could listen to the water’s sad song and teach it a new one.
And it was so, that a hermit-crab, old beyond reckoning, whispered to the Wavekeeper of a maker, an Elf-lord of the shore named Lyrion, who dwelt in a hidden place. It was said this Lyrion did not forge metal with fire alone, but with music, and that his works held a spirit of their own. The Wavekeeper left his coral halls and journeyed to the land, a strange and dry place, seeking the smith. He found him in a grotto where the sound of the waves and the sound of a hammer were as one.
Lyrion, whose eyes were the color of the sea in winter, listened to the Wavekeeper’s plea. He said, “I can make for you a Trident of Listening. But such a thing cannot be wrought from common stuff. You must bring to me three perfect gifts, and they must be given, not taken. Bring me a gift from the living Forest, a gift from the world’s fiery Heart, and a gift from the Sea’s quiet Soul. When you have these three, I will weave their songs into one.”
Thus, the Wavekeeper began his quest. First, he journeyed to the Whispering Woods. He did not take an axe. For many days he walked, listening, until he heard a sound like faint music. It was a great, ancient tree, and he sat before it and spoke of the sea’s sickness. He asked for a branch, not for a spear, but for a listening-rod. The tree, hearing the truth in his heart, willingly let fall a single, perfect bough of Luminwood, which shone with a soft, inner light. This was the first gift.
Next, he journeyed to the great volcanos that burn beneath the waves, the place of the world’s fiery Heart. He swam into the scalding darkness where the star-metal, the Orichalcum, is born. He did not take a miner’s pick. He searched for a piece that had been offered up by the world’s fire. He found it near a great vent: three perfect tines of Orichalcum, cooled into the shape of a trident’s head by the sea itself, gleaming with a light that was not of the sun. This was the second gift.
Last, he returned to the deepest, most tranquil part of the sea, the quiet Soul of the water. There dwelt the Great Oyster, whose shell was as large as a hill. Within it, for a thousand years, it had nurtured a single pearl, a jewel that held the memory of every tide. The Wavekeeper did not take a pry-bar. He simply floated before the Great Oyster and sang of the sea’s pain. The Great Oyster, feeling his sorrow, opened its shell and gave to him the flawless Aura Pearl, which pulsed with the slow, calm heartbeat of the ocean. This was the third gift.
The Wavekeeper brought the three gifts to Lyrion. The Elven smith took them, and for a moon’s turning, his grotto was filled with a strange music. It was the song of fire waking the star-metal, the song of a knife carving the living wood, and the song of a jewel being taught its place. He did not join the pieces with force. He wove their three songs together until they became a single chord.
He gave the finished trident to the Wavekeeper. It was a thing of great beauty and perfect balance. The Wavekeeper returned to Coralia Major and stood at the city’s heart. He held the trident aloft, and from the Aura Pearl, a soft note sounded. He did not strike with the weapon. He used it to call a new current, a gentle and healing flow. The song of the trident spread through the water, and the knotted currents untangled. The sad whales learned a new song of hope. The sea’s sickness was calmed.
The moral of the story is: The greatest tool is not forged from the single strongest material, but from a harmony of perfect and willing gifts, brought together by a worthy purpose.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
The R’lyehian Tide-Caller
This trident is an artifact of non-human origin, crafted from a strange, lightweight metal that feels like bone and a shaft of pale, petrified wood that does not rot. The “pearl” at its heart is a milky, crystalline orb that seems to watch the holder. The weapon feels unnervingly alive in one’s hands and whispers with the sound of a distant, alien ocean.
- Weapon Stats: The trident functions as a Spear, dealing 1d8+1 damage. It suffers no penalty die when used for attacks underwater.
- Alien Mind: An Investigator who holds the trident must make a Sanity roll (0/1d4 SAN loss) as they are flooded with visions of cyclopean, non-Euclidean cities beneath the waves. Once attuned, this does not need to be rolled again unless the Keeper deems it appropriate.
- Tide’s Push: By spending 2 Magic Points and succeeding on a POW roll, the wielder can cause the weapon to discharge a concussive blast upon a successful hit. The target must make a contested STR roll against the wielder or be thrown back 1d10+5 feet.
- Call to the Deep: Once per day, the wielder can perform a 10-minute ritual (costing 1d6 Sanity points) to influence the water around them. This allows them to calm rough seas in a small area or create a current strong enough to guide a small boat. Using this power tends to attract the attention of Unseen Things from the depths.
Blades in the Dark
The Drowned King’s Scepter
An artifact from before the cataclysm, this long, trident-like scepter is made of petrified wood and a strange, verdigris-covered metal. The “pearl” at its heart is a bound ghost-echo, swirling with faint light. It’s a symbol of power from the Drowned City, and it hums with arcane energy.
Special Item: Artifact Weapon, Heavy, Occult Load: 2
- Functions: As a relic of forgotten power, the scepter grants these abilities:
- It’s a fine, heavy weapon. When you use it to command respect or threaten violence, you can take +1d to your Command or Skirmish roll.
- Concussive Blast: When you strike an opponent, you can spend 1 Stress to unleash a blast of force. The target is thrown back and you gain improved Effect on your attack. This is particularly useful for knocking foes off rooftops or into canals.
- Call the Current: Once per score, you can use the scepter to control the water in a canal or basin. You can Create an Advantage for your crew, like Sudden Riptide or Obscuring Mist, with a starting value of 2.
Dungeons & Dragons (5th Edition)
Tide-Caller’s Trident
Weapon (trident), rare (requires attunement)
This elegant trident has a shaft made of pale, shimmering Luminwood and tines of silvery Orichalcum. A flawless pearl is set where the tines meet the shaft, glowing with a soft, internal light.
- You have a +1 bonus to attack and damage rolls made with this magic weapon.
- Aquatic Weapon: You do not have disadvantage on attack rolls made with this trident underwater.
- Pearl’s Glow: While underwater, the pearl on the trident sheds dim light in a 10-foot radius.
- Tide’s Push: The trident has 3 charges. When you hit a creature with an attack using this trident, you can expend 1 charge as a bonus action to force the target to make a DC 14 Strength saving throw. On a failed save, the creature is pushed up to 15 feet away from you. The trident regains all expended charges daily at dawn.
- Call the Current (1/Day): While in a body of water, you can use an action to cause a gentle 5-foot current to form in a 30-foot radius around you. You choose the direction of the current, which lasts for 10 minutes.
Knave (2nd Edition)
Pearl-Tipped Trident
An elegant, nine-foot trident with a shaft of pale, shimmering wood. A flawless pearl is set at the base of the three silvery tines. It is perfectly balanced and hums with a faint energy.
- Slots: 2
- Qualities: Polearm, Two-handed
- Damage: d8
- Abilities:
- This is a +1 weapon (you have a bonus to attack and damage rolls).
- You suffer no penalties for fighting with it underwater.
- The pearl glows with the light of a candle when submerged.
- 3 times per day, when you hit an enemy, you can choose to push them 15 feet away.
- Once per day, you can use it to create a slow-moving current in a large area of water around you.
Fate Core
Heirloom of the Serene Drake
In Fate, this trident is a significant item that grants your character a new Aspect and several Stunts. It represents not just a weapon, but a part of their story and capabilities.
Aspect: Bearer of the Tide-Caller’s Trident
- This is a central truth about your character. You can invoke this Aspect for a +2 bonus or a re-roll on any roll where the weapon’s magical connection to the sea, its reach, or its status as a masterwork would be a factor. This could apply to fighting in water, calming a sea spirit, or commanding respect among mariners. The GM can also compel this Aspect to introduce complications, such as the trident’s glow attracting an unwanted deep-sea creature, or its strong will making you hesitate to leave the ocean.
Stunts:
- Unimpeded Flow: Because my trident is in perfect harmony with the water, I do not suffer any negative situational Aspects or penalties when making Fight attacks while fully submerged.
- Tide’s Push: When I succeed with style on a Fight attack, I can choose to push my opponent into an adjacent zone instead of taking a boost.
- Call the Current: Once per session, I can spend a Fate point to use my trident to create a powerful current. I can automatically Create an Advantage with two free invocations representing this Rushing Current on a body of water in my zone.
Numenera & Cypher System
The Abyssal Resonator
This nine-foot polearm is a relic of a prior world, crafted from a synth-organic material that mimics pale, shimmering wood. The tines are a silvery, corrosion-proof alloy, and the “pearl” at its heart is a sophisticated hydro-kinetic energy node.
Level: 1d6+3 Form: A large, three-pronged polearm. Effect: This artifact is a powerful tool for aquatic combat and environmental manipulation.
- Passive: The weapon functions as a heavy weapon that deals 6 points of damage. The wielder is not hindered when using it underwater.
- Passive: While holding the artifact, the wearer can breathe water as easily as air.
- Active: Kinetic Pulse. Action to activate after a successful attack. The energy node discharges, and the target is moved a short distance away from the wielder.
- Active: Create Current. Action to activate. For ten minutes, the user can create a gentle current in a short-range radius of water around them. The current is strong enough to move a small boat or clear away obscuring silt. Depletion: 1 in 1d20 (Check only when Create Current is used).
Pathfinder (2nd Edition)
TRIDENT OF THE TIDE-CALLER – ITEM 4
RARE, MAGICAL, EVOCATION, WATER, INVESTED Price 100 gp Usage held in one or two hands; Bulk 1
This elegant +1 striking trident has a shaft of pale, shimmering Luminwood and tines of silvery Orichalcum. A flawless Aura Pearl is set where the tines meet the shaft.
- While invested, you are not affected by the normal hindrances of fighting in water; you are not flat-footed while swimming, and your melee attacks do not take the standard penalty. The pearl sheds dim light in a 10-foot radius while underwater.
Activate (reaction) Trigger You successfully Strike a creature with the trident; Frequency three times per day; Effect You unleash a blast of water. The creature you struck must attempt a DC 20 Fortitude save. On a failure, it is pushed 10 feet away from you. On a critical failure, it is pushed 10 feet away and knocked prone.
Activate (1 minute) (manipulate) Frequency once per day; Effect You use the trident to alter the flow of water around you. For 10 minutes, you create a gentle 5-foot current in a 30-foot burst of water centered on you. You choose the direction of the flow when you activate this ability.
Savage Worlds (Adventure Edition)
The Tide-Caller’s Trident
This masterwork trident is a beautiful and potent magical weapon, humming with the power of the ocean.
- Damage: Str+d8
- Weight: 8
- Min. Str: d6
- Notes: Magical, Reach, Two Hands
- Special Rules:
- Magic Weapon: The trident is a magic weapon and provides a +1 bonus to Fighting and Damage rolls.
- Aquatic: The wearer is considered to have the Aquatic ability while holding the trident (they can breathe water and are not hindered by it).
- Tide’s Push: Three times per day, when the wielder hits with a Fighting roll, they can cast the Push power on the target as a free action. This power is automatically successful.
- Call the Current: Once per day, the wielder can spend one minute concentrating to create a gentle current in a Large Blast Template of water. This can be used to provide a +2 bonus to any Boating rolls or to gently move objects or swimmers.
Shadowrun (Sixth World)
Aztlan Atlantean Trident
This weapon is a high-end product from Aztechnology’s Atlantean Foundation, marketed to magically active corporate security and wealthy collectors. The shaft is a composite polymer with the appearance of pale wood, while the tines are forged from Orichalcum. The “pearl” is a sophisticated optical sensor and low-grade Weapon Focus.
- Type: Polearm (Trident)
- Accuracy: 6
- Damage: (STR + 3)P
- AP: -2
- Availability: 16R
- Cost: 95,000 Nuyen
- Effects:
- Weapon Focus (Rating 2): The trident is a Weapon Focus, adding 2 dice to all Melee (Blades) tests made with it.
- Aquatic Adaptation: The wielder suffers no negative dice pool modifiers for acting or fighting underwater.
- Concussive Pulse: Three times per combat turn as a minor action, after a successful attack, the user can activate this feature. A blast of sonic force erupts from the tines. This functions as a Push action (see SR6, p. 110) against the target.
- Hydro-Kinesis: The trident is magically linked to the user’s will. Once per day, the user can make a Sorcery + Magic [Astral] test to create a gentle current in a body of water within their line of sight. The number of hits determines the strength and size of the current. This causes 2 boxes of Stun Drain.
Starfinder
Trident of the Drifting Worlds
This hybrid weapon merges ancient Elven craftsmanship with modern technology. The shaft is made of magically treated polymer, and the tines are high-carbon steel alloyed with rare abyssal metals. A powerful hydro-kinetic generator is housed where the tines meet the shaft.
TRIDENT OF THE DRIFTING WORLDS – LEVEL 4 CATEGORY Advanced Melee Weapon; PRICE 2,200 credits DAMAGE 1d10 P; CRITICAL — BULK 2; SPECIAL Analog, block, powered (capacity 20, usage 1), reach DESCRIPTION This +1 trident is a versatile weapon for aquatic and terrestrial combat.
- Aquatic Performance: You take no penalties on attack rolls when using this trident underwater.
- Hydro-Kinetic Push: As long as the weapon is powered, you can use a move action to activate the generator after a successful attack. The target must succeed at a DC 13 Fortitude save or be pushed 10 feet away from you. This uses 1 charge from the weapon’s battery.
- Create Current (1/day): As a standard action, you can overcharge the generator. This creates a gentle current in a 20-foot-radius spread of water centered on you. You choose the direction of the current, which lasts for 1 minute.
Traveller (Mongoose 2nd Edition)
Ancient Hydro-Lance
This device is an artifact of the Ancients, a long-hafted weapon that appears to be a simple trident but is made of a single, seamless piece of an unknown, shimmering alloy. It is incredibly light and perfectly balanced.
- Tech Level: 16 (Ancient)
- Damage: 3d6
- Weight: 2 kg
- Cost: Artifact (20+ MCr if a buyer could be found)
- Traits:
- Zero-G/Aquatic Design: The lance suffers no penalties for use in zero-gravity or underwater.
- Kinetic Repulsor: The weapon contains a sophisticated kinetic energy generator. After a successful attack, the wielder can activate it. The target must make a Difficult (10+) Athletics (strength) check or be thrown 2d6 meters directly away from the wielder. The generator has enough power for 10 uses before it must be recharged at a TL 15+ power source.
- Hydro-Kinesis Field: Once per day, the wielder can generate a low-power kinetic field, allowing them to create a slow-moving current in a 10-meter radius of liquid.
Warhammer Fantasy Roleplay (4th Edition)
Trident of the Sea-Elves
This elegant trident was forged in the Elven kingdom of Lothern, its shaft crafted from the strange, pale wood of ocean-striding trees and its tines from pure Ithilmar. A single, flawless pearl is set at its heart, a gift from the Sea-Elves of Marienburg.
- Type: Polearm
- Damage: STR+4
- Reach: Long
- Qualities: Defensive, Fine, Magical, Runic
- Weight: 1
- Special Rules:
- Blessing of Mathlann: The wielder is considered to be in their natural element while in water. They may breathe underwater and suffer no penalties for moving or making Tests while submerged.
- Wave’s Push: The trident bears the Rune of Pushing. Three times per session, when the wielder successfully hits an opponent, they may choose to activate the rune. The target is immediately pushed 2 yards away and must pass a Challenging (+0) Athletics Test or gain a Stunned Condition.
- Tide’s Whisper: Once per day, the wielder can spend ten minutes concentrating to gently influence the water around them, creating a slow-moving current or calming a small patch of rough water. This provides a +20 bonus to any subsequent Sail or Row Test made within the next hour.
