Item Description: This item appears as a crimson-hued gem, rough around the edges as if freshly plucked from the earth, set in a simple iron setting to be worn as an amulet. The coloration within the gem appears to swirl when viewed from different angles, creating an unsettling effect.
Lore: Created by the arcane scholars known as the “Grimoire Assembly,” this item was initially intended for interrogation purposes, to disorient and confuse prisoners for easier information extraction. However, it became more widely used as a tool for defense and even offense during conflicts.
Stats:
- Type: Amulet
- Slot: Neck
- Tier Level Requirement: 1
- Charges: 3/Day
Roleplay:
- Emphasis: Aggravation
- Roleplay Activation Cue: The character must mutter an incantation that voices their frustration and pent-up anger to channel the magic into the gem.
Costs:
- Material: 15 gold pieces worth of magical reagents
- Activation Energy: Minor fatigue
Magics:
- Spatial Illusion: Illusion affects a 20-foot radius around the caster or around the amulet if thrown.
- Sensory Activation: One sense can be affected at Tier 1, which might be sight, sound, smell, taste, or touch.
- Duration: Lasts for 1 minute or until deactivated.
Tags: Aggravation, Common, Illusion
Use Cases:
- Defense: This item can create an aggravating noise or smell that makes it difficult for enemies to concentrate, thus delaying or preventing attacks.
- Offense: The user can place the item in a strategic location and activate it to distract enemies, making it easier to attack or maneuver.
- Environments:
- Urban: Could be used to aggravate a group of guards into leaving their posts or instigate a street brawl as a distraction.
- Wilderness: Useful for agitating predatory animals or disrupting enemy campsites.
- Indoor/Cave: The confined spaces make the illusions more potent due to the limited area in which the illusion propagates.
By utilizing Spatial Illusion 98 of Aggravation, characters can introduce an element of chaos and frustration among foes, providing tactical advantages in a variety of scenarios.

Perception of Senses Caused by Spatial Illusion 98 of Aggravation
- Sight:
- What is Perceived: Flickering lights or disorienting shapes.
- Description: Targets within the radius see flickers or spots that disturb their vision.
- Positives: Can cause temporary blindness or misdirection.
- Negatives: Targets familiar with illusions may recognize the spell.
- Sound:
- What is Perceived: High-pitched whines or unsettling whispers.
- Description: An almost unbearable noise that distracts and confuses enemies.
- Positives: Disrupts communication among enemies.
- Negatives: Allies within range may also be affected if not warned.
- Smell:
- What is Perceived: Overwhelming foul odors.
- Description: The air becomes thick with a stench that makes it hard to focus.
- Positives: May induce nausea in enemies, slowing them down.
- Negatives: Scent might linger longer than intended, affecting friends and foes alike.
- Taste:
- What is Perceived: A metallic or bitter taste.
- Description: Affects the taste buds of those within the range, adding to the disorientation.
- Positives: May cause enemies to avoid consuming potions or other beneficial substances.
- Negatives: Limited in impact unless combined with other senses.
- Touch:
- What is Perceived: A sensation of skin crawling or tingling.
- Description: Targets feel as if bugs are crawling on them.
- Positives: Causes extreme discomfort, possibly causing enemies to drop weapons or fumble.
- Negatives: Less effective on creatures that do not rely on tactile sensations.
- Extra-Sensory Perceptions:
- Sense of Direction: Disoriented, making navigation difficult.
- Sense of Time: Appears to slow, adding to the sense of discomfort and aggravation.
Recipe for Creating Spatial Illusion 98 of Aggravation
- Ingredients:
- One crimson-hued gemstone, preferably with natural imperfections.
- Iron setting for the amulet.
- Arcane reagents worth 15 gold pieces, including eye of newt and dragon’s scale.
- Essence of elemental fire and elemental air, a droplet of each.
- Steps:
- Cleanse all materials with a purifying ritual to remove any residual magical energies.
- In a darkened room, set the gemstone in the center of a ritual circle drawn with the arcane reagents.
- Chant the incantation of binding to tie the elemental essences to the gemstone. This serves as the source of the aggravating magic.
- Gently place the gemstone into the iron setting, taking care to not break the flow of magical energies.
- Seal the setting with a lesser incantation of sealing.
- To activate the gem’s magical potential, channel a modicum of your own magical essence into it. This ties the gem to you and allows you to control the illusions it creates.
- Finally, sanctify the completed amulet in the name of the Grimoire Assembly, or whichever magical body you align with, to complete the crafting process.
This completes the creation of Spatial Illusion 98 of Aggravation. It is now ready for use, capable of disrupting and confounding your enemies in various situations.
Tale of Aggravation Stone, Illusion of Ninety-Eight
In long-time, from depth of age unspoken, gem of ire found light. The Assembly, Grimoire they be, creators and speakers-of-spells, had want for confound and baffle enemy minds. They form gem, dark-red as ire-blood, and place in circle of arcane elements. Words-spoken, chants-murmured, until gem be stir with illusory mastery.
In use first, came the Under-hall Conflict. Warlords with iron and spell, clash in cavern deep. Gem holder, a sage-of-spell, throw stone center of foes. Flicker-light and noise-scream burst. Foes stumble, they shout but not hear own voice. Sage-of-spell chants, strength in voice fuel illusion. His allies, forewarned and prepared, slice through disoriented foes with sword and arrow.
But tale twist. Gem stolen, thief of shadow take in dark-night. Illusions now in vile hands, use for deceive and trick, making chaos in crowded market and empty room. Many are the times, gem shift hands, now for justice, then for malice, but always leaving wake of aggravation.
In later when-time, gem vanish. Legend say, lock deep in vault, by one who perceive danger ever-lasting, but others say gem still roam, held by face unseen, waiting for next scene of aggravate enact.
Moral of Tale: Stone of power is but tool, moral of user write tale. Beware seek power without wisdom, for tool may turn on hand that hold.
Suggested conversion to other systems:
Call of Cthulhu
Item: Spatial Illusion 98 of Aggravation
- Type: Amulet
- Usage: 3 times per day
- Effect: Forces SAN check, failure results in -10 to all skills for 10 minutes.
Dungeons & Dragons 5e
Name: Spatial Illusion 98 of Aggravation
- Item Type: Wondrous Item (amulet)
- Rarity: Common
- Usage: 3 charges per long rest
- Effect: As an action, create an illusionary sensory effect in a 20 ft. radius. DC 14 Wisdom saving throw or be afflicted with the “disoriented” condition for 1 minute.
Knave
Item: Spatial Illusion 98 of Aggravation
- Type: Trinket
- Effect: Use to force a Will save, failure means the enemy takes a -1 penalty to all rolls for 10 minutes.
Numenera & Cypher System
Name: Spatial Illusion 98 of Aggravation
- Type: Cypher
- Level: 1d6
- Effect: Creates a sensory illusion within immediate range for 10 minutes. Intellect defense roll to disbelieve.
Pathfinder 2e
Name: Spatial Illusion 98 of Aggravation
- Item Level: 1
- Type: Talisman
- Usage: 3 charges
- Activate: [one action] Visual and auditory illusion in a 20 ft radius, Will Save DC 17 or become Frightened 1.
Savage Worlds
Name: Spatial Illusion 98 of Aggravation
- Type: Magic Item
- Powers: Confusion
- PP: 5
- Range: 12/24/48
- Duration: 3 (1/round)
Shadowrun
Name: Spatial Illusion 98 of Aggravation
- Type: Magical Focus
- Force: 4
- Effect: Provides +4 dice pool modifier to Illusion spells.
Starfinder
Name: Spatial Illusion 98 of Aggravation
- Type: Mystic Charm
- Level: 2
- Effect: Causes Will save DC 15, or target is shaken for 1d4 rounds.
Warhammer Fantasy Roleplay
Name: Spatial Illusion 98 of Aggravation
- Type: Arcane Trinket
- Effect: On use, causes Fear (1) to all creatures within 20 feet for 1d10 rounds.
