Description: The item appears as a small, obsidian orb etched with intricate, glowing runes that seem to shift and flow as you look at them. The orb is heavy, unnaturally so, and has a faint aura of discomfort around it.
Lore: Created by a cabal of mages who specialized in illusion and curse magics, this orb was designed to bring misery and distraction upon the enemies of its wielder. Though its origins are shrouded in mystery, rumor has it that each Spatial Illusion of Affliction is imbued with the essence of captured nightmares.
Stats:
- Radius: 15 feet
- Duration: 2 minutes
- Charges: 3 (replenished at midnight)
Roleplay: Activating the Spatial Illusion 47 of Affliction requires an incantation that details one’s grievances or the source of their affliction. The more genuine and heartfelt the incantation, the more powerful the illusion becomes.
Costs:
- Purchase: 30 gold pieces
- Maintenance: 5 gold pieces per month for reagents
Magics:
- Spatial Illusion Magic (sensory overload, hallucinations)
- Curse Infusion (amplifies negative emotions and discomfort)
Tags: Illusion, Affliction, Area of Effect, Consumable (rechargeable)
Defense & Offense in Different Environments:
- In an Open Field: The orb can be used to create illusions of treacherous terrain or swarming insects, distracting enemies and giving you the opportunity to escape or attack.
- In a Dungeon: When deployed in tight corridors or rooms, the orb can produce illusions of walls closing in or floors giving way, causing panic and disarray among enemies.
- In Social Settings: The orb can create uncomfortable sensations or emanate foul odors, disrupting social gatherings and causing distractions.
- In Forests or Jungles: The illusion can mimic the sounds and sensations of predatory animals, adding an element of fear and urgency to any confrontations.
- In Naval Warfare: The orb can produce illusions of raging storms or phantom ships, causing confusion and scattering enemy formations.

Perception of Senses:
- Sight:
- What is perceived: Flickering shadows, darkening atmosphere, illusions of nightmarish entities.
- Description: Causes the surrounding area to darken and fill with shadowy figures.
- Positives: Disorients enemies, providing tactical advantage.
- Negatives: Can also disorient allies if not careful.
- Hearing:
- What is perceived: Ghostly whispers, shrill screams, ominous footfalls.
- Description: The air fills with haunting sounds that confuse and intimidate.
- Positives: May cause enemies to flee or hesitate.
- Negatives: Could affect the morale of allies.
- Smell:
- What is perceived: Odor of rot, sulfur, burnt flesh.
- Description: Unpleasant smells manifest, affecting the concentration of those in the vicinity.
- Positives: Hinders enemy focus, might cause nausea.
- Negatives: Also unpleasant for the wielder and allies.
- Touch:
- What is perceived: Sudden temperature drops, feeling of insects crawling on skin.
- Description: Sensations that unsettle and distract manifest on the skin.
- Positives: Can make enemies hesitate or break formation.
- Negatives: Uncomfortable for everyone within the area of effect.
- Taste:
- What is perceived: Metallic or acidic taste in the mouth.
- Description: Alters the sense of taste for a short duration.
- Positives: Disorients enemies, affecting their ability to cast spells or concentrate.
- Negatives: Could affect the wielder or allies who need to focus.
- Extra-sensory perceptions:
- Empathic Sensations:
- What is perceived: Feelings of dread, sorrow, and despair.
- Description: Amplifies negative emotions.
- Positives: Further disrupts enemy concentration and willpower.
- Negatives: Could have the same effect on allies.
- Temporal Dissonance:
- What is perceived: Brief, disorienting flashes of alternate timelines.
- Description: Disturbs the natural flow of time momentarily for those in its vicinity.
- Positives: Adds to the disorientation and confusion.
- Negatives: If not controlled, could have unpredictable consequences.
- Empathic Sensations:
Recipe:
- Ingredients:
- 1 obsidian orb
- Runes of Illusion and Affliction, etched onto parchment
- Essence of Nightshade (3 drops)
- Nightmare Extract (1 vial)
- 10 oz of magical quicksilver
- Soul thread (1 strand)
- Steps:
- Purify the obsidian orb with a cleansing ritual to remove any residual energies.
- Etch the Runes of Illusion and Affliction onto the orb using a fine-tipped chisel imbued with magical quicksilver.
- Infuse the orb with the Essence of Nightshade, allowing it to soak in.
- Carefully weave the Soul thread around the orb, securing the energies within.
- Drip the Nightmare Extract onto the orb while chanting the incantations for spatial illusion and curse infusion.
- Finalize the spellwork with a sealing gesture, locking in the illusions and afflictions.
- The orb is now complete and will recharge its magical energy at the stroke of midnight.
Orb of Unspoken Dread and the Weaver of Shadows
In ancient dark, when no man or beast walk, Weaver of Shadows bring forth sphere of deep affliction. Her sorrow fill air, twist by demon dance. Weaver crave vengeance upon village, accuse her false things, dark arts. In place where fire meet water, underground, she chant. Words unspoken, yet heard by stone and bone.
Orb, black as void, echo with wail, screams, unknown lament. “Afflict all!” she cry. Weaver take orb to village, place center of meeting ground. Night cover land, orb awaken. Villager feel dread, taste acid, hear screams of own fear. Shadow dance in twisted joy, walls breathe, soil bleed. People cower, no sleep, no rest. Weaver satisfied, return cavern, but orb, it follow. Haunt her dreams, touch like ice, whispers become shouts. Her own creation, turn against, no loyalty to maker.
Weaver, now understand mistake. Seek to break orb, free herself from curse. Wander land and sky, search for undoing, but orb part her soul, unbroken, eternal. Finally, Weaver return village, beg for end. Villagers, see Weaver tormented by her own dark, grant her rest. Shatter orb, release affliction, but Weaver soul, forever bound to shadows she weave.
Moral of the Story: In weaving dark tapestry, risk entangling oneself in twisted threads.
Suggested conversion to other systems:
Call of Cthulhu
Name: Spatial Illusion 47 of Affliction
- Type: Magical Artifact
- SAN Loss: 1d4/1d10
- Description: Induces hallucinations affecting all senses.
- Mechanics: Characters within a 20-foot radius must pass a SAN roll or suffer from hallucinations for 1d4 rounds.
Dungeons & Dragons 5e
Name: Spatial Illusion 47 of Affliction
- Type: Wondrous Item, Common
- Requires Attunement
- Description: This orb can project a terrifying illusion.
- Mechanics: As an action, you can activate the orb. Creatures within a 20-foot radius must make a DC 13 Wisdom saving throw or be frightened for 1 minute.
Knave
Name: Spatial Illusion 47 of Affliction
- Type: Item
- Slots: 2
- Description: Causes distressing illusions.
- Mechanics: Use an action to activate. All creatures in sight must pass a saving throw or suffer a -1 penalty to all rolls for 1 minute.
Numenera & Cypher System
Name: Spatial Illusion 47 of Affliction
- Type: Cypher
- Level: 1
- Description: Projects a terrifying illusion to a 10-foot area.
- Effect: For 28 seconds, all within area make Intellect defense rolls or lose their next turn.
Pathfinder 2e
Name: Spatial Illusion 47 of Affliction
- Type: Magical Object, Common
- Usage: Operate Activation
- Description: Produces a disturbing illusion.
- Mechanics: As a two-action activation, all creatures within a 20-foot radius must make a DC 15 Will save or become Frightened 1.
Savage Worlds
Name: Spatial Illusion 47 of Affliction
- Type: Magical Item
- Rank: Novice
- Description: Causes terrifying illusions.
- Mechanics: All within a Medium Burst Template must make a Spirit roll or be Shaken.
Shadowrun
Name: Spatial Illusion 47 of Affliction
- Type: Magical Focus
- Force: 3
- Description: Illusions affect sight, smell, and hearing.
- Mechanics: Action to activate, Willpower + Logic (3) Test or be confused for 2 Combat Turns.
Starfinder
Name: Spatial Illusion 47 of Affliction
- Type: Mystical Object
- Level: 1
- Description: Creates disorienting illusions.
- Mechanics: Standard action to activate. All creatures within 20 feet must succeed at a DC 12 Will save or be dazed for 1 round.
Warhammer Fantasy
Name: Spatial Illusion 47 of Affliction
- Type: Arcane Object
- Availability: Rare
- Description: Projects fearful illusions.
- Mechanics: Action to activate. All within 12 yards must pass WP test or suffer a -10 penalty to all Tests for the next round.

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