From: Alchemysticism
Lore
Within the Chambers of Transmutation, initiates of Alchemysticism often find themselves staring into the heart of the Transmuting Flame. Occasionally, a spark from Alcyone’s radiance does not fade into ash but crystallizes into a flickering, translucent stone known as a Prismatic Cinder. This item is considered a “natural gift,” a physical byproduct of the deity’s presence during a successful transmutation. For a Tier 1 avatar, the Cinder serves as a foundational tool for the Alchemical Journey, whispering secrets of the “Prima Essence” to those who carry it. It is not quite matter and not quite light, existing in a state of constant, gentle metamorphosis that mirrors the soul’s own path toward enlightenment.
Detailed Stats
- Tier: 1
- Rarity: Common
- Resilience: 12
- Item Health Points: 15 plus maximum character hit points
- Weight: 0.1 pounds
- Material: Transmuted Quartz and Bound Light
- Suggested Value: 15 Silver
Slot
- Neck Slot (Worn as a pendant) or Hand Slot (Held as a focus)
Passive Magics
- Radiant Serenity: The wearer gains a +1 bonus to all Willpower or Sanity-based saves against fear or confusion. The Cinder emits a soft, calming warmth that discourages impulsive emotional outbursts.
- Alchemical Affinity: When the avatar is performing a mundane craft (such as cooking or smithing), the Cinder subtly shifts the impurities of the materials. This grants a +2 bonus to the quality of the finished product, though it does not reduce the time required to make it.
- Gleam of the Prima: The item glows with a faint light in a 5-foot radius. This light reveals the true color of any substance it touches, bypassing mundane disguises or stains that might hide the material’s true nature.
Activable Magics
- Minor Transmutation: Once per session, the avatar can touch the Cinder to a small, non-living object (no larger than a coin). For ten minutes, the object is transmuted into a different common material of the same weight (e.g., lead to copper, or wood to stone). The object reverts to its original form afterward.
- Catalyst Flash: As a reaction when being attacked in low-light conditions, the avatar can trigger the Cinder to release a sudden, brilliant burst of “Transmuting Light.” This imposes a -2 penalty on the attacker’s roll as they are momentarily dazzled by the radiant flare.
- Enlightenment Meditation: By spending 10 minutes in quiet contemplation with the Cinder (Ritual), the user may regain 1 point of spent Mana or its equivalent resource by aligning their internal spirit with the “Sevenfold Path.”
Tags
Alcyone, Alchemy, Transformation, Transmutation, Elemental Fusion, Cosmic Harmony, Transmutative Wisdom, Radiant Serenity, Alchemical Journey, Mystical Craft, Divine Catalyst, Sevenfold Path, Prima Essence, Enlightenment Flame, Tier 1, Common, Natural Gift
Acquisition of the Prismatic Cinder
In the high-magic realm of Saṃsāra, obtaining a God Given 117 of the Prismatic Cinder is rarely as simple as finding one in the dirt. Because it is a “natural gift” born from Alcyone’s light, it is most often found where transformation is most active.
- Sacred Manifestation: A follower of Alchemysticism might find a Cinder appearing spontaneously in their soot-tray after a particularly successful or spiritually focused transmutation. It is seen as a sign that Alcyone was watching the process.
- Pilgrimage Reward: Avatars who visit a Chamber of Transmutation and complete a week of “Radiant Serenity” meditation may be gifted a Cinder by a resident Alchemyst as a tool for their continued journey.
- Environmental Residue: Occasionally, these stones can be found in areas where a high-level “Elemental Fusion” occurred, such as the site of a volcanic eruption or a localized mana storm, where the raw chaos was momentarily calmed into a prismatic form.
- Inheritance: Since it is a “deeply special” item, a Cinder is often passed down from a mentor to a student when the student first identifies the Prima Essence in a base metal.
Market Dynamics and Trade Environments
Trading a Prismatic Cinder requires navigating specialized markets. Most mundane merchants will mistake it for simple glass, but those who recognize its “Transmutative Wisdom” value it highly for its tier.
The Chambers of Transmutation (Temple Shops)
These are the most common locations to acquire a Cinder. Within these temples, the items are not “sold” in a traditional sense but exchanged for a donation to the Alcyone faith.
- Buying: A donation of 15 Silver is expected. The Alchemysts here ensure the item is properly calibrated to the “Sevenfold Path.”
- Selling: If an avatar returns a Cinder to a temple, they are usually offered 10 Silver or an equivalent value in alchemical reagents. The transaction is treated as a spiritual return of resources.
- Safety: These are Guarded Safe Areas; your AC is tripled here, and the World Bank tracks all exchanges with the standard 1% fee.
Scholarly Curio and Antique Dealers
In the major cities of the 73 island countries, scholarly shops dealing in “Cosmic Harmony” artifacts often carry a few Cinders.
- Buying: These dealers often mark the price up to 20 Silver, emphasizing the “Rare” nature of the item to those who are not followers of Alchemysticism.
- Selling: They are shrewd negotiators and will likely only offer 7 Silver, claiming the market for “Tier 1 light-stones” is currently saturated with mundane glow-worms.
- Safety: Usually Somewhat Safe Areas; your AC is doubled, and the merchant might require a physical coin exchange to avoid the World Bank’s 1% transaction fee.
Bazaars and “The Floating Markets”
In the chaotic open-air markets or trade-zeppelins, a Cinder might appear in a pile of “Mystical Craft” junk.
- Buying: A lucky avatar might find one for as little as 10 Silver from a vendor who doesn’t realize it is a “God-given” artifact. However, the item may be uncalibrated, requiring a “Mind’s Eye” check to use.
- Selling: In these Unsafe Areas, you can barter for up to 12 Silver if you can prove its “Catalyst Flash” works, but you risk being followed by thieves who value the “Transmuted Quartz.”
- Safety: AC is not boosted here. Be wary of using the World Bank’s digital interface in front of locals who prefer physical “Prima Materia” as currency.
Tactical Roleplay of the Prismatic Cinder
In the high-magic realm of Saṃsāra, the God Given 117 of the Prismatic Cinder is far more than a simple glowing stone; it is a catalyst for the “Sevenfold Path.” Utilizing it in roleplay requires the avatar to focus on the concept of Transformation—turning a disadvantageous environment into a place of “Radiant Serenity” or “Transmutative Strikes.”
Offensive Roleplay Applications
Offense with the Cinder is rarely about raw destruction and more about Alchemical Distortion and the clever use of “Minor Transmutation” to bypass an enemy’s expectations.
- In Industrial Hubs and Steam-Cities: When navigating the metal-heavy environments of the 73 island countries, an avatar can use “Minor Transmutation” to target an enemy’s equipment. Roleplay involves touching the Cinder to a foe’s iron shield or a steam-pipe’s pressure valve, turning a small patch of it into brittle wood or porous sandstone for ten minutes. This creates a weak point for a “Transmutative Strike” that can shatter armor or cause a distracting steam leak.
- In Dark Cave Systems and Unsafe Areas: Against feral monsters that rely on tremorsense or low-light vision, the avatar can trigger the “Catalyst Flash.” Roleplaying this involves describing the Cinder’s soft purple glow suddenly exploding into a “Transmuting Light” that doesn’t just blind, but momentarily alters the light-spectrum of the area. The avatar narrates how the beast becomes disoriented as its senses fail to compute the shifting, prismatic reality.
- In Social or Political Environments: Offense can be subtle. During a tense negotiation, an avatar might use “Gleam of the Prima” to reveal the true nature of a gift or a document. By narrating the Cinder casting a light that turns a “gold” goblet into lead or reveals invisible ink on a treaty, the avatar uses Transmutative Wisdom to expose an opponent’s deceit, effectively winning the “combat” of words.
Defensive Roleplay Applications
Defense with the Cinder focuses on Radiant Serenity and “Elemental Shielding,” maintaining internal and external balance while the world becomes chaotic.
- In Guarded Safe Areas (Temples or Libraries): When AC is tripled, the roleplay of the Cinder emphasizes the Radiant Serenity passive. As an attacker approaches, the avatar describes themselves as a “Serene and Enigmatic” figure, the Cinder pulsing in time with their slow breath. The item’s aura makes the avatar’s movements appear liquid and unhurried, causing the attacker’s frantic blows to simply slide off the “Transmuted Resilience” of the avatar’s calm presence.
- In Deathly Areas and Mana Storms: When the environment itself is hostile and AC is negated, the avatar relies on “Enlightenment Meditation.” Roleplay focuses on the avatar holding the Cinder to their chest, describing how the stone absorbs the “Wild Magic” or the biting cold of a solar eclipse. The avatar narrates the Cinder turning the surrounding “Harm” into “Restoration,” allowing them to march through a blizzard or a curse-field while their own Magic Flow remains as steady as a “Transmuting Flame.”
- In Rural or Coastal Areas: If ambushed near water or flammable materials, the avatar can use the Cinder as an “Alchemical Warding” tool. They might touch the Cinder to a patch of mud, narrating it hardening into stone to provide cover, or touching a torch to turn the flame into a “Transmuting Shield” of harmless, cold light that still illuminates the path while preventing the fire from spreading to the avatar’s gear.
Environmental Synergy and the Sevenfold Path
The Cinder’s roleplay is deeply tied to the Cosmic Harmony of Saṃsāra. During the “Blooming” week, the Cinder might pulse with life-energy, making the “Minor Transmutation” feel more organic and fluid. Conversely, during a planetary alignment with VaporSphere, the “Catalyst Flash” might take on a more ethereal, misty quality. An avatar who masters the Cinder does not just carry a tool; they roleplay as a Divine Catalyst, showing that even in the most “Mundane” or “Unsafe” corner of the world, there is a “Prima Essence” waiting to be shifted toward enlightenment.

Perception of Activation:
The activation of the God Given 117 of the Prismatic Cinder is a sensory shift from the rigid and mundane to the fluid and infinite, signifying the start of an alchemical transformation.
User’s Perspective
- Visual: The world’s edges soften and begin to bleed prismatic colors, as if looking through a finely cut diamond. The “Transmuting Light” reveals the hidden internal structures of matter, making the “Prima Essence” of objects appear as a soft, pulsing golden glow beneath their surface.
- Auditory: Ambient noise is replaced by a crystalline resonance, a high-frequency vibration that feels like a sustained, harmonious glass-harp note. This sound rhythmically pulses in sync with the “Transmuting Flame” within the cinder.
- Tactile: A wave of “Radiant Serenity” spreads from the chest or hand, feeling like a surge of warm, dry air on a cold day. The cinder itself becomes weightless, losing its physical mass as it converts into pure energy.
- Extra-Sensory (Cosmic Harmony): The user perceives the “Sevenfold Path” as a literal road of light stretching forward in time, granting a split-second of “Transmutative Wisdom” that predicts how matter will react to their touch.
- Extra-Sensory (Divine Catalyst): The user feels their soul expand, briefly overlapping with the “Prima Materia” of the room. They experience the “interconnectedness of all things,” sensing the molecular agitation in nearby heat sources or the stillness in stone.
Observer’s Perspective
- Visual: The cinder erupts into a “Transmuting Flame” that does not burn but illuminates. The avatar’s silhouette is momentarily haloed in a seven-pointed star of ultraviolet light, and their eyes reflect the shifting prismatic hues of the stone.
- Auditory: Witnesses hear a sudden “hiss” followed by a low, soothing hum that vibrates in the floorboards. The sound is strangely tranquil, often causing nearby observers to stop talking or moving involuntarily.
- Tactile: A sudden “Catalyst Flash” may cause a static tingle on the skin of those nearby. The air temperature in a 5-foot radius stabilizes to a perfect, comfortable equilibrium.
- Extra-Sensory (True Sight): An observer with True Sight sees the avatar’s aura turn into a “Radiant Serenity” field, where the “Seven-Pointed Star” sigil rotates slowly above the avatar’s head, marking them as a conduit for Alcyone.
Positives
- The avatar gains a profound “Inner Peace,” making them immune to minor psychological stressors and granting a “Balanced” perspective during chaotic events.
- The “Transmutative Resilience” of the cinder makes the avatar’s equipment feel lighter and more durable, reducing the fatigue of long-distance travel or combat.
- The “Enlightenment Flame” provides perfect visibility in magical darkness, revealing hidden paths that mundane light cannot touch.
Negatives
- The “Alchemical Distortion” can be disorienting; the user may momentarily forget the “Mundane” properties of an object, leading to accidental breakage if they treat stone as if it were still as soft as the transmuted clay they just manipulated.
- The “Radiant Serenity” can cause a “Rejection of the Mundane,” making the avatar appear “Enigmatic” or detached to allies who are experiencing urgent, non-spiritual crises.
- In “Deathly Areas” or “Antimagic Zones,” the cinder’s attempt to find the “Prima Essence” can cause a sharp, stinging pain in the user’s hand as the item “starves” for elemental energy to transmute.
The Sevenfold Ignition: Crafting the Resonant Cinder
In the world of Saṃsāra, replicating a God Given 117 of the Prismatic Cinder is a journey of spiritual chemistry. To recreate such a “natural gift,” the Alchemyst must treat the process not as manufacturing, but as a deliberate invitation for Alcyone’s light to inhabit physical matter.
Materials Needed
- 1 Chunk of High-Purity Quartz: To act as the physical vessel for the “Prima Essence.”
- 3 Ounces of Solar-Struck Mercury: Quicksilver that has been exposed to the direct light of the gas giant VaporSphere for a full lunar cycle.
- 7 Grains of Sun-Salt: Rare crystals harvested from the evaporation pools of a Chamber of Transmutation.
- 1 Vial of Alchemical Solvent: A base liquid capable of holding elemental fusion without dissolving the vessel.
- A Trace of Gold Leaf: To serve as a conductive “Transmuting Flame” pathway.
Tools Required
- Aherman’s Crucible: A specialized heat-resistant bowl designed to sustain “Radiant Serenity” temperatures.
- Refracting Lens Array: To concentrate ambient light into a “Transmuting Light” beam.
- Silver-Tipped Engraving Needle: For scribing the Seven-Pointed Star upon the quartz.
- Harmonic Bellows: To pump air infused with “Cosmic Harmony” into the forge.
Skill Requirements
- Alchemysticism (Trained): Tier 1 or higher. You must understand the Sevenfold Path to ensure the transmutation does not result in “Mundane” ash.
- Elemental Fusion: Ability to stabilize the transition between solid quartz and radiant light.
- Mind’s Eye Focus: To track the “Prima Materia” as it shifts states during the heating process.
Crafting Steps
- The Preparation of the Vessel: Use the silver-tipped needle to etch a microscopic Alchemical Circle on the base of the quartz. As you carve, visualize the “Radiant Serenity” of Alcyone to prevent the stone from cracking under the spiritual pressure.
- Kindling the Transmuting Flame: Place the Sun-Salt into the crucible and apply heat using the harmonic bellows. The salt must reach a state of “Radiant Glow” where it neither melts nor burns, but begins to emit a faint violet hum.
- The Mercury Bath: Submerge the etched quartz into the solar-struck mercury. This creates a “Catalyst” layer that allows the solid matter to become receptive to the “Transmuting Light.”
- The Sevenfold Ignition: Arrange the Refracting Lens Array to catch the midday sun (or a focused mana source). Direct the beam into the center of the mercury bath. You must maintain this focus for seven minutes, each minute representing a stage of the Alchemical Journey.
- Fixing the Essence: As the mercury begins to boil away into “Confluence Mist,” drop the gold leaf into the crucible. The gold will not melt into a liquid but will instead “weave” itself around the quartz in a pattern of silver-fire threads, fixing the light permanently within the stone.
- The Cooling of Serenity: Do not use water to cool the cinder. Instead, place it within a Harmonic Resonance Bowl and allow it to cool through meditation. The crafter must remain silent, allowing their own “Inner Peace” to stabilize the cinder’s “Cosmic Harmony.”
- Final Calibration: Once cool, the cinder should display a “Prismatic” shift when viewed through the Mind’s Eye. If the stone remains clear or turns black, the “Prima Essence” was lost, and the materials must be returned to the earth to be purified.
Hot-Stone of Many-Colors That Fell From Changing-Light
Here begins the scratching on the flat-bones of the great sea-beast, found in the dry-water-place where the sand is like glass. The words are put backward, and the language is dead-in-the-mouth. The translator must make many guesses, for the old mud-speakers did not have words for the-things-that-are-not-things. This is the story of the time before the big-steam-wheels, when the Big Rock We Stand On was very heavy, and the meat-people were sad because their dirt was stuck in bad shapes.
In this before-time, there was a meat-person named The-One-Who-Stirs-The-Ash. Some bone-scratchings call them Fire-Watcher. Fire-Watcher was not a spear-thrower and not a loud-shouter-of-laws. Fire-Watcher was a person of the pots, the one who tried to cook the heavy-sad-metal into the light-happy-air. The old words say Fire-Watcher knew the world was a broken egg, and they wished to put the yellow-water and the clear-water back into the shell. This is what the mud-speakers call the-art-of-cooking-dirt-into-sky, which we think means the changing-magic.
One day, the sky wept the water-that-burns, and the ground-dirt became hard like the bad-iron. The meat-people were starving because the seed-dirt would not open. Fire-Watcher saw the heavy sickness and walked away from the crying-tents. They walked the Seven-Times-Walking. The translation says this was a path of much pain. First walking, the water-that-bites. Second walking, the wind-that-forgets. Third walking, the stone-that-is-too-loud. The bone-scratchings are cracked here, but Fire-Watcher walked until their foot-meat was bleeding and they reached the Place of the Morning-Bowl.
In the Morning-Bowl, there was no sun, but there was a great brightness. The brightness was not a fire that eats wood. It was a fire that eats the shape of the wood and spits out water. This was The-Light-That-Makes-New-Shapes, the one who does not wear skin. We think this means the Transmuting Light. The-Light-That-Makes-New-Shapes did not have a mouth-hole, but it spoke into the thinking-bone of Fire-Watcher. The voice was like silver hitting a quiet pond. “Why do you bring your heavy-dirt here?” the Light asked.
Fire-Watcher fell on their face-meat. “The world is stuck,” they said. “The first-mud is sleeping. I wish to wake the first-mud so the heavy-sad-metal can be the seed-dirt again.”
The-Light-That-Makes-New-Shapes did not laugh with sound, but the brightness vibrated in a way that made the rocks feel happy. The Light reached out a hand that was not a hand, but a beam of colors that cannot be named by the tongue. It touched a piece of common hard-dirt on the ground. The hard-dirt became very scared of the light, so scared that it forgot it was hard-dirt. It became a trapped piece of the brightness. The old scratchings call this the Color-Fire-Pebble. It was a cinder of the infinite shifting.
“Take the Color-Fire-Pebble,” The-Light-That-Makes-New-Shapes put into Fire-Watcher’s thinking-bone. “It is the small-sun of the changing. Do not hit the world with a hammer. Teach the world to forget its heavy-shape.”
Fire-Watcher put the Color-Fire-Pebble on a string around their breathing-tube. Immediately, the translation says, their head became full of the bright-nothing. This is the serene-calmness. The heavy sickness in their blood-water became light like the mountain-air. They walked back to the crying-tents.
When Fire-Watcher returned, the loud-shouting-men of the tribe were angry. They said, “Why do you wear the shiny-rock when we are starving on the bad-iron dirt?” They raised their hitting-sticks to break Fire-Watcher. But Fire-Watcher did not run. They held the Color-Fire-Pebble. The pebble sang the quiet-song. Fire-Watcher touched the pebble to the hitting-sticks. The sticks forgot they were hard wood. They remembered they were once water and sunlight, and they turned into soft, wet leaves. The loud-shouting-men were very confused and fell down.
Then Fire-Watcher touched the bad-iron dirt with the pebble. They used the magic of the small-changing. The pebble flared with the Sudden-Sun-In-The-Eyes. The bad-iron dirt melted, not with heat, but with understanding. It shifted into the good, soft seed-dirt. The first-mud was awake. The meat-people planted the seeds, and the plants grew in the time it takes to blink, because the pebble taught the seeds how to change fast.
The bone-scratchings say Fire-Watcher lived for many turnings of the sky-lights, teaching others to cook the dirt-into-sky. They never became angry, because the Color-Fire-Pebble drank their mad-feelings and turned them into warm-air. At the end of the scratchings, Fire-Watcher did not die like the meat-people die. They sat in the Morning-Bowl, held the Color-Fire-Pebble, and forgot they were a meat-person. They became a beam of many colors and walked into the sky to join The-Light-That-Makes-New-Shapes. They left the pebble in the ash, so the next student could learn to make the heavy world forget its shape.
Moral of the story: Do not cry when the dirt is hard and heavy, because even the stupid stone will learn to fly if you show it the light of the changing-fire.
Suggested conversions to other systems:
Call of Cthulhu
The Cinder of Alcyone
- Item Type: Artifact (Unique)
- Sanity Loss: 1/1d6 (Upon first witnessing a solid object liquefy or transform via the stone)
The Cinder appears as a warm, multi-colored gemstone that pulses with an inner light. It seems to vibrate at a frequency that suggests the world around it is merely a suggestion of form rather than a physical reality.
- Characteristics: While carrying the stone, the investigator adds a +10% bonus to any Science (Chemistry) or Natural World checks. The “Radiant Serenity” provides a +5% bonus to Sanity rolls involving mundane shocks (it does not protect against the Mythos).
- Special Ability (Minor Transmutation): By spending 5 Magic Points and succeeding in a POW check, the investigator can touch a small, non-living object (Siz 5 or less). The object is transmuted into a different substance of equal mass for 1d10 minutes.
- Catalyst Flash: As a reaction to a melee attack in low light, the user may spend 1 Magic Point to force the attacker to roll their attack at a Penalty Die.
- The Cost of Change: If a POW check for transmutation is a “Fumble,” the investigator’s hand begins to turn into the target substance, causing 1d4 damage and a permanent loss of 5 points in DEX due to the partial petrification or crystallization of the flesh.
Blades in the Dark
The Prismatic Catalyst
- Item Type: Alchemical Relic (Fine, 0 Load)
- Tier: I
A shimmering shard retrieved from a “Chamber of Transmutation,” holding a spark of Alcyone’s infinite potential.
- Passive (Radiant Serenity): You gain +1d to Resistance rolls against Despair or Panic.
- Special Ability (Transmutative Strike): When you Tinker with an object or Wreck a piece of equipment, you may take 1 Stress to use the stone’s power. This allows you to bypass the object’s Tier or Quality, treating it as if it were a much softer material (like turning an iron lock to wood) for the duration of the action.
- Quality: As a Fine item, this focus allows a Leech or Whisper to perform alchemical experiments with +1 Quality, provided the work involves the transformation of matter.
Dungeons & Dragons
God Given 117: The Prismatic Cinder
- Wondrous Item, Common
- Weight: —
- Attunement: Requires 10 minutes of “Enlightenment Meditation.”
This pendant pulses with a soft, shifting light. While attuned and worn, it grants the following benefits:
- Passive (Gleam of the Prima): You can use a bonus action to cause the stone to shed dim light in a 5-foot radius. This light pierces mundane illusions; a disguised object or substance is revealed in its true color while within the light.
- Alchemical Affinity: You gain a +1 bonus to ability checks made with Alchemist’s Supplies or Cook’s Utensils.
- Minor Transmutation: Once per long rest, you can cast the Thaumaturgy cantrip (limited to harmless sensory effects) or a modified Mending spell that can temporarily turn one material into another (e.g., iron to copper) for 10 minutes.
- Catalyst Flash: When a creature you can see within 5 feet attacks you, you can use your reaction to flare the stone. The attacker must succeed on a DC 12 Constitution saving throw or have disadvantage on the attack roll.
Knave
Alcyone’s Cinder
- Item Slot: 1 (Neck or Hand)
- Quality: 12
- Tier: 1
A glowing, translucent stone that feels weightless when activated.
- Passive: The wearer adds +2 to any saves against Fear or Mind-altering effects.
- Active (Minor Transmutation): The wearer may touch a small object (size of a loaf of bread or smaller) to change its material (e.g., stone to lead, wood to glass) for 10 minutes.
- Active (Catalyst Flash): If an enemy attacks you, you may expend 1 Quality from the stone to force them to re-roll the attack and take the lower result.
- Enlightenment: If the stone’s Quality reaches 0, it becomes a mundane rock. It can only be restored by being placed in a “Chamber of Transmutation” during a solar alignment.
Fate
The Prismatic Cinder
- Aspect: Spark of the Transmuting Light
- Stunt (Radiant Serenity): Because I possess the Prismatic Cinder, I get a +2 to defend against Mental stress caused by fear, confusion, or magical awe.
- Stunt (Minor Transmutation): Once per scene, I can use Lore to Create an Advantage by touching a small, non-living object and temporarily changing its material (e.g., turning a wooden lock to lead or a stone floor to glass). This change lasts for the duration of the scene.
- Stunt (Catalyst Flash): Once per conflict, I can use the Cinder to defend against a physical attack with Lore. If I succeed with style, the attacker is Dazzled, gaining a temporary Aspect with one free invoke for my allies.
Numenera & Cypher System
Alcyone’s Spark
- Level: 1d6 (Standard Level 3)
- Form: A glowing, multi-faceted crystal pendant that hums with soft vibrations.
- Effect: The user gains an Asset on any task involving alchemical identification, material crafting, or resisting mental distress.
- Depletion: 1 in 1d20 (Check upon using the active transmutation ability).
- Active Ability (Minor Transmutation): By spending 2 points from their Intellect Pool, the user can touch a small, non-living object (the size of a book or smaller) and change its material composition to another common material for 10 minutes.
- Active Ability (Catalyst Flash): As a reaction when attacked, the user can trigger a burst of light. This increases the difficulty of the attacker’s roll by one step.
Pathfinder (2nd Edition)
Prismatic Cinder (Item 1)
- Item 1: Rare, Divination, Transmutation, Magical
- Price: 15 gp; Bulk: —
- Usage: Worn (Pendant) or Held (Focus)
This vibrant stone pulses with a soft, shifting light that reveals the “Prima Essence” of the world.
- Passive (Radiant Serenity): You gain a +1 item bonus to Will saves against fear effects and confused conditions.
- Gleam of the Prima: You can use a single action to cause the stone to shed dim light in a 5-foot radius. This light reveals the true material of any object, bypassing non-magical disguises or paint.
- Activate (Frequency: Once per Day): Envision [one-action] (Concentration); Effect: You cast a 1st-level Mending spell, or you may temporarily change the material of a 1-Bulk non-living object into another common material (e.g., wood to iron) for 10 minutes.
- Activate (Reaction): Envision [reaction]; Trigger: A creature within 5 feet targets you with a melee attack in dim light or darkness. Effect: You release a brilliant flare. The attacker must succeed on a DC 15 Fortitude save or be Dazzled for 1 round.
Savage Worlds (Adventure Edition)
Cinder of the Transmuting Light
- Rank: Novice
- Type: Minor Artifact
- Weight: —
A small, glowing crystal that feels unnaturally warm and light.
- Passive (Radiant Serenity): The wearer gains a +2 bonus to all Spirit rolls made to resist Fear or social manipulation.
- Alchemical Affinity: The wearer gains a +1 bonus to Research and Repair rolls when dealing with alchemical substances or mechanical devices.
- Minor Transmutation (Power): The wearer can spend 1 Power Point (or a Benny) to cast the Object Reading power, or use a unique version of Boost Trait that only applies to the Quality or Hardness of a small object for 5 rounds.
- Catalyst Flash (Power): As a reaction, the wearer can spend 1 Power Point to cast the Blind power (using their Smarts as the arcane skill), but it only affects a single target within Reach.
Shadowrun (6th World Edition)
Alcyone’s Spark-Focus
- Item Type: Qi Focus (Transmutation)
- Force: 2
- Availability: 4 (Legal)
In the Awakened world of Saṃsāra, this Prismatic Cinder acts as a bridge between the physical and astral planes, allowing an adept or magician to “nudge” the molecular composition of small objects.
- Game Mechanics: This item functions as a Force 2 Qi Focus. While bonded, the user gains a +1 dice pool bonus to Alchemy and Engineering (Materials) tests.
- Passive (Radiant Serenity): The user gains a +1 bonus to Composure tests to resist magical or mundane intimidation.
- Activable (Minor Transmutation): As a Major Action, the user can spend 1 Edge to temporarily change the material of a small, non-living object (no larger than a commlink). An iron bolt might become wood, or a glass pane might become lead. This effect lasts for (Force x 5) minutes.
Starfinder (2nd Edition / Playtest)
Alchemical Cinder 117
- Item 1: Magic, Wondrous Item
- Price: 150 credits; Bulk: —
- Usage: Worn (Neck)
This crystallized spark of the Transmuting Light is highly sought after by Xenopit founders and mystic researchers exploring the 73 island countries.
- Game Mechanics: This item grants a +1 item bonus to Crafting checks and checks made to identify magical items or materials.
- Passive (Gleam of the Prima): The cinder sheds dim light in a 5-foot radius. Within this light, you gain a +2 circumstance bonus to Perception checks to notice hidden materials or forged goods.
- Catalyst Flash: As a reaction when an enemy within 5 feet hits you with a melee attack, you can cause the cinder to flare. The attacker is Dazzled for 1 round unless they succeed at a DC 15 Reflex save.
- Activable Magic: Once per day, you can touch a small, non-magical object. For 10 minutes, its material hardness increases or decreases by 2 (minimum 0).
Traveller (Mongoose 2nd Edition)
Alcyone Transmutation Focus
- Item Type: TL 5 / Psionic Interface
- Cost: Cr 500
- Weight: —
This stone is a “Natural Gift” that interfaces with the wielder’s nervous system, allowing for the precise observation and minor alteration of atomic structures.
- Game Mechanics: The wearer gains a +1 DM to all Science (Chemistry) and Electronics (Repair) checks.
- Pulse Sense: The wearer can identify the exact elemental composition of any substance by holding the cinder against it for one minute.
- Activable (Minor Transmutation): If the user has a Psi Rating of 1+, they may spend 2 Psi points to alter the state of a small object (size of a hand tool). They can turn a solid to a liquid or change its material type for 2D6 minutes.
- Catalyst Flash: The user may spend 1 Psi point as a reaction to generate a blinding flash, imposing a -2 DM on an attacker’s next roll.
Warhammer (Fantasy Roleplay 4th Edition)
The Cinder of the Transmuting Light
- Price: 15 Silver Shillings (Sellers’ Market)
- Encumbrance: 0
- Availability: Scarce
A glowing artifact of the Alchemystic faith, often found in the wake of a “Transmuting Flame” ritual. It is prized by Alchemists and Priests of Alcyone alike.
- Game Mechanics: The wearer gains a +10 bonus to all Trade (Alchemist) and Lore (Science) Tests.
- Radiant Serenity: The wearer gains the “Coolheaded” Talent. If they already possess it, they gain an additional +10 to Willpower Tests to resist the “Fear” or “Terror” traits.
- Activable (Minor Transmutation): Once per day, the character may perform a “Chanting” action for two rounds. They can transform a small, inanimate object into another common material for 10 minutes. This requires a successful Challenging (+0) Language (Magick) Test.
- Catalyst Flash: When targeted by a melee attack, the wearer may spend 1 Fortune point to release a brilliant burst of light. The attacker gains 1 “Blinded” Condition.
