Specific Slot: Hand Slot (Right or Left)
Lore:
- During the early decades of the Current Age of Heroes on Saṃsāra, ritualists and shrine attendants along eastern coastal regions encountered frequent planar instabilities caused by minor elemental friction and restless local spirits.
- Seeking a method to appease agitated entities without initiating destructive combat, master metalcrafters and spiritualists collaborated to craft specialized brass hand-bells tuned to harmonic resonance frequencies.
- Kagura 714 of Spiritual Equilibrium was forged to serve as an accessible ceremonial instrument capable of aligning physical movements with the surrounding magical weave, inviting peace between physical mortals and ethereal denizens.
- Over generations, this item has passed through various guild houses, training halls, and traveling performers, retaining the residual energy of dozens of sacred dances performed to restore equilibrium to troubled regions.
Description:
- The item features a central handle of polished brass bound tightly with braided white and crimson silk cordage for a firm, comfortable grip during performance.
- Mounted atop the handle are three tier-tiered brass rings holding six small, hollow bells that produce a sharp, pristine chime when shaken in motion.
- Suspended from the bottom ring are five long ceremonial streamers made of light, enchanted silk in alternating shades of vermilion, gold, and cream that float gracefully through the air with minimal exertion.
- When swung, the bells generate visible, microscopic ripples of pale violet light that travel outward in faint concentric waves, soothing the ambient air and smoothing out localized arcane turbulence.
Detailed Stats:
- Item Rarity and Rank: Common (Tier 1)
- Minimum Required Level: Tier 1 Avatar
- Resilience: 10
- Maximum Item Hit Points: 10 plus Avatar Maximum Hit Points
- Armor Check Bonus: +1 AC (Conforms strictly to the limit of 3 AC maximum per item level)
- Weight: 2 pounds
- Attunement Requirement: Handheld Attunement (Instantly performed when held; counts toward held item attunement without occupying body gear slots)
- Material Construction: Tempered brass alloy, enchanted silk ribbons, and crystal chime clappers
Multiple Passive Magics:
- Aura of Pacified Flow: While held in hand, the wielder gains a subtle stabilizing barrier that grants +1 to saving throws against environmental magic shifts, wild magic fluctuations, and movement-impairing conditions.
- Rhythm of Physical Poise: The rhythmic swaying of the bells aligns with the wielder’s body mechanics, granting advantage on physical checks involving footwork, balance, beam walking, or remaining upright on slippery or shifting terrain.
- Ethereal Harmony: Non-possessed spirits, feral beasts with budding sentience, and ethereal entities within a 15-foot radius perceive the wielder as non-threatening, reducing their immediate aggression and raising the Difficulty Class for entities attempting hostile possession or mental interference nearby.
Multiple Activable Magics:
- Blessing of the Dual Realms: As a single action costing one action on the wielder’s turn, the avatar can shake the bells in a swift three-beat pattern. This targets a single avatar within 20 feet, restoring health points equal to 1d4 plus the wielder’s Tier Die and removing one active minor condition such as Shaken or Dazed. This ability may be activated up to two times per long rest.
- Calming Cadence: As an action, the wielder can swing the streamers in a wide circle to emit a pulse of soothing acoustic energy across a 30-foot radius. Enemies within the area must make a Difficulty Class 11 saving throw or suffer disadvantage on their next attack roll as their aggressive intent is temporarily neutralized. This ability can be used once per long rest.
- Ritual of Spatial Equilibrium: By performing a continuous 1-minute ritual involving rhythmic steps, vocal chanting, and streamer weaving, the wielder stabilizes wild magic and environmental disturbances within a 50-foot radius for up to 1 hour. This activity functions as a Somatic and Ritual invocation and can be disrupted if the wielder takes damage during performance.
Tags: Kagura, Common, Tier 1, Handheld, Bell, Instrument, Pacification, Healing, Spirit, Ritual, Defense, Harmony, Rhythmic, Buff, Somatic, Wind, Attunement, Utility, Sound, Restoration, Wielded, Brass, Balance, Chime, Equilibrium
Commercial Outlets and Trade Networks for Kagura 714 of Spiritual Equilibrium
The commercial exchange of spiritual instruments like Kagura 714 of Spiritual Equilibrium in Saṃsāra is shaped by regional availability, localized crafting niches, and market volatility. Because the world operates on a buyer beware system without set tier pricing, the actual cost fluctuates depending on location, local demand, and seller temperament.
- Shrine Craft Shops and Temple Artisans
- Location and Setting: These small, family-operated “mom and pop” establishments are typically found near city temples, holy sites, or central guild districts in state capitals like Aterian or Assyria. They specialize in divine paraphernalia, ceremonial wear, and specialized ritual focus tools.
- Buying Procedure: An avatar can purchase the item directly from the artisan family after demonstrating respect for the craft or explaining their purpose. If the buyer is a registered member of the local crafting or religious guild, a discount of 10% times the avatar’s tier level applies to the transaction.
- Selling Procedure: Shrine artisans will evaluate the item’s condition using basic inspection or the Mind’s Eye. They will haggle the purchase price down to approximately 10% of its perceived value multiplied by the seller’s tier level. Transaction records are logged in merchant ledgers, which may later be reviewed by country officials.
- Transaction Costs: The purchase price from a temple artisan ranges from 120 to 180 Silver coins (12 to 18 Gold). When selling to these shopkeepers, a Tier 1 avatar receives approximately 12 to 18 Silver coins deposited directly into their World Bank account.
- Steampunk Bazaar Stalls and General Outfitters
- Location and Setting: Operating out of bustling street markets, dockside wharfs, or steam-powered trade bazaars within coastal cities across the 73 island nations. These general vendors sell a wide variety of mixed-tier gear, salvaged curios, and adventurer supplies.
- Buying Procedure: Buyers negotiate directly with stall owners who price their wares based on local scarcity and immediate access. Non-guild members pay the full requested price in physical coin or non-metal regional currency (such as coastal shell tokens or clay pieces standardized to weight).
- Selling Procedure: Outfitters are reluctant to spend heavy capital on specialized ritual items unless there is immediate local demand. They haggle aggressively, using the seller’s tier as leverage to lower the payout.
- Transaction Costs: Purchasing the item here costs between 150 and 250 Silver coins (15 to 25 Gold). Selling the item yields between 10 and 15 Silver coins transferred to the World Bank account.
- Underground Black Markets and Shady Faction Storage Dealers
- Location and Setting: Tucked away in back alleys, hidden sewer vaults below major cities, or secluded coves away from country military patrols and state guards. These networks handle stolen goods, untraceable gear, and illicit magic items.
- Buying Procedure: Black-market dealers do not offer guild discounts or accept bank transfers; transactions require strict physical payment in Gold or Platinum coins. No questions are asked regarding credentials or identity, but prices are often inflated.
- Selling Procedure: If a black-market buyer has an immediate buyer or highly values the pacification properties of the item, they may offer up to twice what a standard merchant would pay. Payment is made strictly in physical Gold coin rather than World Bank deposits, avoiding official tax logs.
- Transaction Costs: Purchasing the item on the black market costs between 200 and 350 Silver coins (20 to 35 Gold). Selling the item to a desperate black-market broker can yield between 24 and 36 Silver coins (2.4 to 3.6 Gold) in physical coin.
Roleplay Applications in Diverse Environments: Offense and Defense
The functional application of Kagura 714 of Spiritual Equilibrium relies heavily on how an avatar moves, steps, and directs sound waves through various terrains and environments across Saṃsāra. The interaction between physical footwork, localized planar energies, and atmospheric conditions alters the presentation of its pacifying magic.
- Steampunk Industrial Complexes and Steam-Piped Metropolises
- Defensive Roleplay: Within narrow, noise-filled factory corridors or steam-vented skyscrapers, the wielder strikes the brass bells in rhythm with the heavy thumping of steam pistons. The pale violet ripples emitted by the bells pass through thick cloud cover and metallic grid floors, utilizing the dampening acoustic properties of escaping vapor to form a protective boundary. When ambushed by rogue clockwork constructs or hostile gang members, the wielder uses the Aura of Pacified Flow to maintain steady footwork on slick, oil-covered catwalks, avoiding falls while using Calming Cadence to disrupt enemy attack rhythms against metal pipes.
- Offensive Roleplay: Channeling Blessing of the Dual Realms during a skirmish on a moving steam-train or factory floor, the avatar weaves the silk streamers through rising steam vents. The motion uses the high moisture and pressure to project the bell’s chime directly into an attacker’s ears, disorienting their senses and opening a gap for allies to strike while the enemy suffers from the disorienting cadence.
- Feral Wilds, Dense Jungles, and Volcanic Ash Fields
- Defensive Roleplay: In untamed, hazardous wilderness where feral beasts or territorial hybrid creatures stalk from the canopy, the wielder maintains a steady, deliberate walk, ringing the bells in a low, continuous tempo. The Ethereal Harmony passive magic permeates the surrounding foliage, projecting an aura of non-aggression that signals to wild predators that the party is an environmental constant rather than prey. If a territorial beast charges, the wielder executes a swift defensive sidestep, allowing the Rhythm of Physical Poise to prevent slipping on mud, wet roots, or loose volcanic ash while releasing a pulse to neutralize the beast’s aggressive intent.
- Offensive Roleplay: When confronting aggressive native monsters or territorial tribal factions in volcanic caverns, the wielder engages in a wide, sweeping dance. By stepping fluidly across uneven basalt rock and swinging the crimson and gold streamers in broad arcs, the avatar invokes the Ritual of Spatial Equilibrium. This suppresses wild magic surges caused by underground magma flows, neutralizing environmental elemental hazards while giving party members a stable field to launch coordinated attacks against unsettled foes.
- Coastal Wharfs, Open Ocean Vessels, and Reef Systems
- Defensive Roleplay: On the shifting wooden deck of a sailing ship navigating high-sea currents or rough ocean reefs, the wielder stands near the mainmast or wheel. Using the sea breeze to keep the silk ribbons airborne, the avatar uses the bell’s rhythm to synchronize their balance with the pitching of the vessel. When boarding parties or ocean-dwelling predators attempt to drag crew members overboard, the wielder shakes the bells in a sharp, three-beat pattern, using Blessing of the Dual Realms to instantly clear dazed conditions on friendly sailors while maintaining flawless footing on spray-slicked wood.
- Offensive Roleplay: During naval engagements or coastal dock fights, the wielder steps out onto narrow bowsprits or slippery rigging ropes. Holding the item high, they spin the bell frame to catch the ocean wind, projecting the Calming Cadence across the water toward an enemy vessel’s oarsmen or archers. The acoustic waves skip across the water’s surface, causing enemy combatants to falter in their actions and drop their weapons, leaving their ship vulnerable to ramming or boarding actions.

Perception of Activation:
- User’s Perspective (Sight): The wielder sees a faint violet shimmer coalesce around the three tiered brass rings, glowing brighter at the clappers of the bells. As the ribbons are moved, they leave behind lingering, soft vermilion and golden light-trails that dissipate slowly into the air.
- Observer’s Perspective (Sight): Spectators observe concentric, ripple-like waves of pale violet energy pulsing outward from the top of the bell frame. The five silk streamers appear to float with weightless fluidity, casting a gentle, rhythmic luminescence across the wielder’s body and immediate surroundings.
- User’s Perspective (Hearing): The wielder hears a crisp, crystalline chime that resonates at a smooth pitch, completely isolated from ambient background noise. The sound rings directly through their inner ear, creating a rhythmic cadence that aligns perfectly with their heartbeat.
- Observer’s Perspective (Hearing): Nearby onlookers hear a soft, melodic ring that cuts cleanly through loud environments, such as thumping steam engines or roaring wind. The sound is pleasing and non-intrusive, carrying an unnatural acoustic clarity across its entire radius without diminishing in volume.
- User’s Perspective (Touch): The wielder feels a warm, soothing vibration traveling down through the braided silk cordage of the handle and into their palm. The metal feels weightless in motion, granting a sensation of fluid control as if the air itself is supporting the hand.
- Observer’s Perspective (Touch): Individuals standing near the wielder feel a subtle, relaxing pressure wave gently brush across their skin, akin to a warm summer breeze rolling over them. Physical tension in their muscles decreases slightly as the sound wave passes over them.
- User’s Perspective (Smell): The wielder detects a subtle scent of dry incense smoke mixed with fresh morning rain, cutting through any foul odors in the immediate air.
- Observer’s Perspective (Smell): Observers within the area of effect smell a faint, clean ozone aroma accompanied by the subtle scent of blooming cherry blossoms or sacred wood.
- User’s Perspective (Taste): A sweet, metallic taste similar to pure spring water drawn from a silver cup settles upon the back of the wielder’s tongue during activation.
- Observer’s Perspective (Taste): Nearby creatures experience a brief, refreshing sensation on the palate, as though the air itself has lost its harshness or bitterness.
- Extra-Sensory Perceptions (Mind’s Eye): Avatars utilizing the Mind’s Eye perceive localized magical Weave threads smoothing out from a jagged, chaotic mesh into parallel, harmonious strands of pale purple light.
- Extra-Sensory Perceptions (True Sight): Observers with True Sight see a soft ultraviolet bloom expanding in a sphere from the item, illuminating ethereal currents and dampening wild magic fluctuations.
- Extra-Sensory Perceptions (Soul Sight): Spiritual observers view the wielder’s aura expanding into a balanced, bright violet shield that smooths over agitation within the spiritual essences of surrounding entities.
- Positives: The activation pacifies immediate hostility, stabilizes environmental and wild magic hazards, restores health, clears mental debuffs, and grants enhanced physical footing and defense.
- Negatives: The bright light trails, acoustic chimes, and distinct ultraviolet signatures make stealth impossible, immediately drawing the attention of all nearby entities to the wielder’s location.
Crafting Recipe: Kagura 714 of Spiritual Equilibrium
Materials Needed
- Tier 1 Magic Crystal (Quantity: 1): Serves as the core mystical battery and catalyst to bind the pacification magic into the bell frame. Must be refined to coin size.
- Refined Brass Alloy Ingot (Quantity: 2 pounds): High-grade brass purified of impurities to ensure optimal acoustic resonance and durability.
- Enchanted Silk Strands (Quantity: 5 yards): Woven silk threads treated with minor abjuration fluids, dyed in vermilion, gold, and cream colors.
- White and Crimson Silk Cordage (Quantity: 2 yards): Braided silk cords used to wrap the handle for grip and magic insulation.
- Aetherial Silver Chime Clappers (Quantity: 6): Tiny silver clappers crafted to sit inside the brass bells to produce high-frequency vibrations.
- Pure Spring Water with Tree Sap Fluid (Quantity: 1 vial): Extracted using a fluid collector to quench the forged metal and set the magical runes.
Tools Required
- Artisan Crucible and Forge: High-heat furnace capable of melting copper and zinc into refined brass alloy.
- Jeweler’s Anvil and Precision Hammers: Fine metalworking tools required to shape the three ring tiers and form six uniform bell shells.
- Runecarving Chisels: Fine-tipped steel or obsidian chisels used to engrave interior harmonic runes inside each bell.
- Weaving Needle and Frame: Specialty tailoring tools for braiding the silk ribbons and binding the cordage around the handle.
- Engraved Fluid Injector: Syringe apparatus used to apply fluid mixtures precisely into rune grooves during the quenching phase.
Skill Requirements
- Metalworking / Smithing Skill: Level 6 or higher (Minimum required to forge functional Tier 1 magic-bearing gear).
- Enchanting / Runecrafting Skill: Level 6 or higher (Required to weave passive aura mechanics and active spell effects into the item structure).
- Tailoring / Weaving Skill: Level 5 or higher (Required to properly align enchanted silk ribbons to allow fluid flow without dampening the bell resonance).
Crafting Steps
- Step 1: Forging the Brass Frame and Bells
- Melt the refined brass alloy ingot in the crucible until completely liquid.
- Pour the molten brass into prepared molds to create the central shaft, handle base, and three graduating support rings.
- Hand-hammer six individual bell cups over the jeweler’s anvil, ensuring each bell has identical wall thickness for balanced acoustic pitch.
- Step 2: Engraving the Harmonic Runes
- Using the runecarving chisels, carefully engrave microscopic runes of equilibrium, pacification, and footwork alignment onto the interior walls of each brass bell cup.
- Inscribe a central attunement matrix onto the pommel plate at the bottom of the handle to facilitate instant handheld attunement.
- Step 3: Crystal Integration and Quenching
- Insert the Tier 1 Magic Crystal into a hollowed cavity within the central shaft between the bell rings.
- Heat the entire brass assembly to a dull red glow to settle the crystal into its housing.
- Use the engraved fluid injector to fill the carved rune grooves with the tree sap and spring water fluid mixture.
- Quench the heated brass structure in a bath of purified water, permanently sealing the crystal and fluid into the metal structure.
- Step 4: Assembling the Chime System
- Attach the three brass rings onto the central handle shaft at equal vertical intervals.
- Mount the six polished brass bell cups to the rings using small brass loops, allowing each bell to swing freely.
- Suspend one aetherial silver chime clapper inside each bell, testing the strike alignment to ensure a clean, crisp chime.
- Step 5: Ribbon Weaving and Handle Binding
- Wrap the handle shaft tightly with the braided white and crimson silk cordage, securing the ends with flush metal rivets.
- Cut the five enchanted silk strands into long, fluid streamers of alternating vermilion, gold, and cream colors.
- Attach the five silk streamers to the bottom brass ring using double-looped knots, infusing them with minor abjuration magic to ensure they float fluidly during performance.
- Step 6: Final Magic Calibration and Activation Test
- Hold the completed item and channel a minor mental focus through the Mind’s Eye to initiate handheld attunement.
- Perform a trial three-beat rhythm to verify that the pale violet energy ripples emit properly from the bell frame.
- Check the item’s durability and statistics; if the crafting process was performed without error, the item stabilizes as Kagura 714 of Spiritual Equilibrium with 10 resilience points plus the wielder’s maximum health points.
Ringing Metal of Equal Weight and Peaceful Feet
Many times before the recorded years, when the great giant star Helios did make heat upon the damp surface of the big sky-rock, the spirit-mother Gaialilith did peer with her thousand eyes through the rift of purgatory-waters. In those days, the lands were divided into small dirt-places, and the breathing-souls of lost heroes had not yet fallen in massive drops like rain from the sky-cloud.
In the state-place which men now call Aterian, though then it possessed no name except the sound of blowing wind, there lived a master-smith of metal whose thoughts were heavy like iron. His mind-soul was named Kaelen, but his avatar-body was that of a sea-scaled beast with four legs and vast ears. Kaelen worked inside a stone cave where steam-water burst through holes in the floor, turning wood wheels and bronze cog-gears to pound hot copper.
In that same cycle of seven weeks, the wild elemental-spirits of the roaring ocean did become angry with the land-spirits of the mountain-rock. The sky-wind did blow with terrible madness, and the ground-magma did shake the mud houses of the small people. The wild beasts of single-life grew teeth of long length and did bite the legs of the peaceful workers. The Weave-line of magic was twisted like a woven rope pulled by two giant beasts in opposite directions.
Kaelen the smith-beast looked through his Mind’s Eye, which was then dim and weak like a dying candle in a deep well. He saw that the souls of the living-creatures were suffering from the Dissonant condition, and their foot-steps were un-steady upon the wet earth. He said into his own throat-conduit, without chanting words of long length: “If the world-weight is not placed in the middle, all the avatar-bodies shall break into soul-crystals before their time-tier is reached.”
So Kaelen did take his fluid-injector apparatus and went into the deep forest of toxic plants. He did seek the ancient tree-sap of thousand-year growth. With great labor, he pierced the bark of the great wooden giant and pulled forth the sticky blood-fluid into his glass tube. As he did this, three feral bird-monsters with razor-beaks did fall upon him from the cloud-sky. Kaelen did not possess a sword of sharpness, but he held his iron hammering-tool. He did strike the ground to make vibration-waves, but the birds were enraged and did not cease their blood-hunting.
Knowing he must seek equal-balance rather than death-strikes, Kaelen did run with fast legs back to his steam-forge. He took two pounds of bright brass-metal, which is the yellow copper mixed with white zinc-earth, and melted it inside his clay pot until it flowed like orange water. He poured the liquid metal into three circle-hoops of different sizes. Upon the brass hoops, he hung six small bell-cups, shaped like the buds of the blooming-week flowers.
Inside the belly of the main handle-shaft, Kaelen did place a Tier 1 Magic Crystal, which he had taken from the corpse of a dead ocean-snake many moons prior. The crystal was small, like the coin-money used in central cities, but its inner power was bright like the star Helios at noon-time 11:00. He did pour the collected tree-sap fluid mixed with pure mountain-water into the carved marks upon the brass bells. When the hot metal touched the cold fluid, a great cloud of purple steam did rise into the cave, and the air did smell of cherry blossoms and cold ozone-lightning.
Kaelen took five long strips of silk fabric, woven by the giant worm-beasts of the eastern islands. He dyed one strip with the color of deep vermilion blood, two strips with the color of ground gold, and two strips with the color of rich cream-milk. He tied these long ribbons to the bottom ring-hoop so they would dance when the frame was shaken.
When the craft-work was finished, Kaelen held the handle-shaft in his scaled hand. Instantly, the Handheld Attunement was completed through his skin-contact, without requiring a ritual of ten minutes duration. The item did reveal its true nature to his mind-thoughts as Kagura 714 of Spiritual Equilibrium.
Kaelen walked out of his cave-forge and stood upon the high mountain cliff overlooking the raging ocean-wharf. Below him, two giant water-serpents were fighting with a mountain-bear that had evolved a preliminary mind of sentience. The sky was black with wild magic storms, and the ships of the early sailing-people were tossing upon the giant waves like wooden leaves.
Kaelen did not shout words of magic power, nor did he use a bow-weapon of ranged distance. He began to step his four beast-legs in a slow three-beat walk. He swung the brass frame in wide circles above his head. The six silver clappers inside the brass cups did hit the walls, producing a sound that was not loud, yet it did travel across thirty miles of sea-water.
The perception of activation was immediate upon all living eyes and ears. The three brass rings did generate visible ripples of pale violet light that expanded outward like stone-drops in a still pond. The five silk streamers floated upon the storm-wind with weightless grace, leaving trails of golden luminescence in the dark air.
When the acoustic sound-waves touched the ears of the fighting monsters, their rage-anger did melt away like winter ice under the warming-week sun. The mountain-bear ceased its biting, and the ocean-serpents did submerge back into the deep water without breaking the wooden trade-ships. The Ethereal Harmony of the bell-sound did enter the mind-souls of all nearby creatures, filling them with the sensation of having drunk cool spring-water from a silver cup.
The sailors upon the ships, who were Flat-Footed and Dazed by the rolling waves, did feel the Aura of Pacified Flow touch their feet. Their bodies grew steady upon the slippery wooden decks, and their saving throws against falling into the sea were granted great advantage.
Kaelen continued his ritual-dance for one full hour of sixty minutes. As he stepped, the chaotic Weave of magic that was twisted above the island did untangle itself, becoming straight and parallel like the strings of a harp-instrument. The wild magic storm died away, and the gas-giant planet VaporSphere could be seen shining clearly in the night sky through the dimming clouds.
However, because the bells did shine with bright ultraviolet light and emitted loud crystalline chimes across the region, three dark rule-breaker mages who dwelt in the deep caves did notice the wielder. Seeking to steal the Tier 1 item for their own dark uses, they did fire black energy-bolts at the smith-beast.
Kaelen saw the attack coming through his Mind’s Eye. He did not attempt to run or hide in the shadow-bushes, for the item’s bright light made stealth impossible. Instead, he did shake the handle in a sharp, three-beat flourish, invoking the Blessing of the Dual Realms. A wave of healing light did cover his avatar-body, restoring his hit points by four plus his tier-die roll, while instantly erasing the Shaken condition from his mind.
He then executed a wide circular step, sweeping the silk streamers through the air to release the Calming Cadence. The black energy-bolts of the dark mages were neutralized in mid-air as the acoustic vibration struck them. The mages themselves felt their aggressive intent vanish from their hearts, dropping their staff-conduits onto the dirt rocks in total confusion.
For forty years, Kaelen walked through the seventy-three island nations of Saṃsāra, carrying Kagura 714 of Spiritual Equilibrium in his right hand slot. Wherever he walked, wars between state-cities did cease, wild magic storms were pacified, and avatars with unsteady feet did find their balance upon the earth. When his first avatar-body finally grew old and died, vanishing into a cloud of purple sparks, the bell-item fell upon the ground beside his soul-crystal, waiting for the next reincarnated soul to pick it up from the mud.
Moral of the story: When the world around you is torn by wild storms and great anger, true victory is not won by the sharpening of swords or the throwing of fire, but by finding the middle rhythm that brings peaceful balance to the feet and mind of every living soul.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition) Kagura-Suzu of the Ethereal Balance
- Item Type: Arcane Relic / Artifact
- Physical Description: A ceremonial bronze bell tree featuring three tiered ring mounts holding six small clapper-bells, bound in red and white silk cordage with five flowing silk streamers. The relic hums softly when held, releasing microscopic violet ripples in the air.
- Sanity Cost: 0 Sanity to hold or carry; 1 Sanity point cost to the user upon invoking the Ritual of Spatial Equilibrium.
- Magic Point Cost: 1 Magic Point per activation of basic chimes; 3 Magic Points for healing or area pacification.
- Skill Requirements: Art/Craft (Dance or Performance), Occult, or Psychology.
- Equipped Weight / Bulk: Negligible (1 Hand held item).
- Passive Abilities:
- Aura of Pacified Flow: While held visibly in hand, the investigator or wielder gains a +10% bonus to Dodge checks and physical Balance checks when moving over treacherous, wet, or shifting terrain.
- Ethereal Harmony: Unintelligent beasts, lesser otherworldly entities, and local spirits within 15 feet perceive the wielder as non-threatening. Hostile entities must pass a Hard POW check to initiate an unprovoked attack against the wielder unless directly struck first.
- Active Abilities:
- Blessing of the Dual Realms: The wielder spends 1 Magic Point and spends one combat action shaking the chimes in a three-beat flourish targeting a single ally within 20 feet. The target immediately recovers 1d4 Hit Points and recovers from temporary shock, disorientation, or the Baffled condition.
- Calming Cadence: The wielder spends 2 Magic Points and swings the ribbons in a wide arc. All hostile humanoids or beasts within 30 feet must succeed on a Regular Psychology check or a Hard POW check. On a failure, their hostility is temporarily neutralized, imposing a Hard Penalty Die on their next attack roll or physical aggression attempt.
- Ritual of Spatial Equilibrium: By spending 3 Magic Points, 1 Sanity Point, and chanting continuously for 1 minute (requiring a successful Art/Craft [Performance] or Occult check), the wielder stabilizes chaotic localized magical energy or dimensional distortions within 50 feet. The effect lasts for 1 hour, preventing unnatural dimensional shifting or wild spell feedback in the area.
Blades in the Dark The Chimes of Equilibrium
- Item Type: Fine Arcane Instrument (Rare Gear)
- Quality / Tier: Quality Tier I
- Load: 1 Load (Carried in hand or belted)
- Assigned Action Compatibility: Attune, Sway, Consort
- Passive Properties:
- Steadfast Footing: When taking action on hazardous, slippery, or unstable surfaces (such as oil-covered industrial catwalks or pitching ship decks), the user gains +1 scale or improved Position (shifting from Desperate to Risky, or Risky to Controlled).
- Aura of Calm: Observers and minor supernatural entities perceive the user as an environmental constant rather than a threat. Spirits and feral beasts will not initiate aggressive action unless provoked.
- Active Special Rules and Stress Costs:
- Dual Realm Blessing (1 Stress Cost): The user performs a rhythmic flourish with the chimes to clear a minor harm or condition (such as Dazed, Shaken, or Disoriented) from an ally within close range, or restores 1 segment on a healing clock during a scene.
- Calming Cadence (1 Stress Cost): The user swings the silk streamers to project acoustic vibrations across a room. When attempting to pacify a room of hostile NPCs or calm an aggressive spirit, the roll gains +1d to Sway or Attune, and the effect level increases from Standard to Great.
- Spatial Equilibrium Ritual (2 Stress Cost): By spending a full minute performing a continuous dance and chant, the user clears localized supernatural fallout, wild electroplasmic storms, or unstable planar rifts within a medium area for the duration of the operational score.
Dungeons & Dragons (5th Edition / 2024 Revised Rules) Kagura Chime of Spiritual Harmony
- Item Type: Wondrous Item
- Item Rarity: Common
- Attunement: Requires Attunement (Handheld)
- Armor Class Bonus: +1 Bonus to Armor Class while holding this item in one hand (counts toward total worn equipment AC restrictions).
- Item Charges: 3 Charges per day; recharges all spent charges daily at dawn.
- Passive Traits:
- Aura of Pacified Flow: While holding this chime, you have advantage on dexterity saving throws and skill checks made to avoid falling prone or slipping on difficult terrain.
- Ethereal Harmony: Beasts and non-hostile spirits within 15 feet of you have disadvantage on attack rolls made against you unless you or your allies attack them first.
- Active Actions and Charges:
- Blessing of the Dual Realms (Costs 1 Charge): As an action, you shake the chime targeting one creature you can see within 20 feet. The target regains 1d4 + 1 hit points and is immediately cured of the Dazed or Frightened condition.
- Calming Cadence (Costs 1 Charge): As an action, you wave the enchanted ribbons to release a wave of acoustic energy in a 15-foot cone. Each hostile creature in the area must make a Wisdom saving throw (DC 13). On a failed save, a creature has disadvantage on its next attack roll made before the start of your next turn.
- Ritual of Spatial Equilibrium (Costs 2 Charges): You perform a 1-minute somatic and verbal ritual involving rhythmic footwork and chanting. For 1 hour, wild magic surges, localized planar instability, and environmental elemental hazards are suppressed within a 30-foot radius centered on you.
Knave (2nd Edition) Kagura Bell of the Steadfast Mind
- Item Type: Magical Gear / Instrument
- Item Slots: 1 Slot (Handheld)
- Quality / Durability: 3 Quality (Each structural failure or broken charge reduces Quality by 1)
- Armor Defense Bonus: +1 Armor Defense while held in hand (Max total worn Armor Defense cap applies).
- Passive Effects:
- Steadfast Balance: The bearer gains Advantage (+5) on all Dexterity checks made to maintain balance, cross narrow beams, or navigate slick terrain.
- Pacific Aura: Feral creatures and low-level wandering monsters must make a Morale check before initiating a surprise attack against the bearer’s party.
- Active Ability Uses:
- Dual Realm Soothing: Once per day, as a combat action, the user rings the bell to restore 1d4 Hit Points to an ally within reach and cure one temporary mental debuff.
- Calming Cadence: As an action, the user shakes the bell frame at an oncoming enemy. The target must succeed on a Wisdom Save (DC 11 + User’s Level) or lose its action on its next turn due to sudden pacification.
- Equilibrium Ritual: By spending 10 minutes performing a quiet ritual dance, the user stabilizes unstable environmental conditions, magical traps, or wild spell hazards in a dungeon room for 1 watch (4 hours). If the item takes direct damage, roll a d6; on a 1, the item loses 1 Quality point.
Fate Core Kagura 714: The Bell of Peaceful Steps
- Aspects:
- High Concept: Sanctified Brass Kagura-Suzu of Harmonic Balance
- Invoke: Rhythm of the Spiritual Realm, Unshakable Footing, Pacifying Cadence
- Compel: Rings Announce My Presence, Draws Ethereal Eyes, Useless in Total Stealth
- Stunts:
- Aura of Pacified Flow: Gain a +2 bonus to Create an Advantage or Defend with Athletics when maintaining balance, navigating slippery or hazardous surfaces, or standing ground against physical knockdowns.
- Blessing of the Dual Realms: Once per scene, spend 1 Fate Point and use Empathy as an action to target a friendly character within same zone or adjacent zone. Clear a 2-shift physical or mental stress box, or clear a minor temporary consequence such as Dazed or Shaken.
- Calming Cadence: When performing a pacifying dance, you may use Will instead of Provoke to attack or overcome mental resistance. On a success, target enemies gain the temporary scene aspect Subdued Aggression with one free invoke.
- Ritual of Spatial Equilibrium: Spend 1 Fate Point and perform a continuous 1-minute ritual using Lore. Neutralize environmental magical hazards, wild surges, or environmental instabilities across your current zone for the remainder of the scene.
Cypher System / Numenera Harmonic Resonator of Equilibrium
- Item Type: Cypher / Artifact (Level 3)
- Form: A handheld brass ring assembly holding six small chime-bells and five trailing silk ribbons in vermilion, gold, and cream.
- Depletion: 1 in 1d20 (Check per active ability invocation)
- Passive Effects:
- Aura of Pacified Flow: While held in hand, asset level for all Speed defense rolls against environmental hazards, slick terrain, or falling prone is increased by 1 step.
- Ethereal Harmony: Non-sentient beasts and minor spirits perceive the user as non-threatening. Attempting to calm or pacify a feral beast or low-level entity gains an asset (modifies difficulty by 1 step in the character’s favor).
- Active Powers:
- Blessing of the Dual Realms (Action): The user shakes the bells in a three-beat rhythm targeting one ally within immediate range. The target recovers Hit Points/Pool points equal to the Artifact Level (3 points to any Pool) and removes a minor debilitating condition (such as Dazed or Disoriented).
- Calming Cadence (Action): The user swings the ribbons in a wide arc to emit a wave of acoustic energy hitting all targets within short range. Targets must succeed on an Intellect defense roll against the artifact’s Level (Difficulty 3 / Target Number 9) or suffer a step penalty to their next attack roll due to subdued hostility.
- Ritual of Spatial Equilibrium (10 Minutes): The user performs a rhythmic dance and chant. For 1 hour, ambient magical anomalies, localized planar rifts, or wild energy surges within long range are neutralized and brought to baseline stability.
Pathfinder (Second Edition) Kagura Bell of Harmonious Strides
- Item Rarity and Level: Item 1 (Common)
- Usage Traits: Magical, Abjuration, Auditory, Visual
- Usage: Held in 1 hand; Bulk: L
- Armor Class Bonus: +1 Item Bonus to AC (counts toward maximum item AC caps).
- Passive Traits:
- Aura of Pacified Flow: You gain a +1 item bonus to Acrobatics checks to Balance, and a +1 item bonus to Reflex saves against effects that would knock you Prone or cause you to slip.
- Ethereal Harmony: Feral animals and non-hostile ethereal spirits within a 15-foot aura must succeed on a Will save (DC 15) before taking an aggressive action against you. On a success, they act normally; on a failure, they choose a different target or waste the action.
- Activate Actions:
- Blessing of the Dual Realms [two-actions] (Auditory, Concentrate, Healing, Magical); Frequency once per day; Effect You shake the bells toward an ally within 20 feet. The target recovers 1d4 Hit Points and immediately cures the Stupefied 1 or Dazzled condition.
- Calming Cadence [one-action] (Auditory, Emotion, Mental, Visual); Effect You swing the silk ribbons in a wide sweeping motion. Enemies in a 15-foot cone must make a DC 16 Will save.
- Critical Success: Unaffected.
- Success: The target takes a -1 status penalty to its next attack roll before the end of its next turn.
- Failure: The target takes a -2 status penalty to its next attack roll and cannot use reactions until the start of your next turn.
- Ritual of Spatial Equilibrium [three-actions] (Auditory, Concentrated, Exploration, Manipulation); Effect You perform a 1-minute dance step. Localized environmental hazards, wild magic surges, and planar instabilities within a 30-foot emanation are suppressed for 1 hour.
Savage Worlds (SWADE) Kagura-Suzu of Tranquil Balance
- Item Type: Arcane Artifact / Gear
- Min Rank: Novice
- Weight: 2 lbs
- Armor Bonus: +1 Armor to Parry when held in one hand (Max item bonus rules apply).
- Passive Traits:
- Aura of Pacified Flow: The bearer gains a +2 bonus to Athletics checks made to maintain balance, cross slippery surfaces, or resist being knocked Bound or Prone.
- Ethereal Harmony: Animals and minor supernatural entities must make a Spirit roll before making an unprovoked attack against the bearer. If failed, they hesitate and lose their action for that round.
- Active Powers (Arcane Powers):
- Blessing of the Dual Realms: As an Action, the bearer shakes the chime to target a character within 4 inches (8 yards). The target makes an immediate Vigor roll to remove a Shaken condition or heal one Wounded entry if invoked with a successful Performance check. Can be used 2 times per encounter.
- Calming Cadence: As an Action, the bearer sweeps the streamers. All hostile targets within a Small Burst Template centered on the bearer must make a Spirit roll against the bearer’s Performance check. On a failure, affected targets are Distracted and suffer a -2 penalty to all attack rolls until the end of their next turn.
- Ritual of Spatial Equilibrium: By taking a full turn to perform a chanting step dance, the bearer casts an area-wide suppression field. Magical hazards, environmental phenomena, and wild magic feedback within a Medium Burst Template are negated for 1 hour.
Shadowrun (6th World) Kagura 714 Focus of Ethereal Balance
- Item Type: Spell Focus / Qi Focus / Magical Focus
- Force Rating: Level 1 Focus
- Availability: 3R
- Cost: 1,200 nuyen
- Wireless Bonus: When connected to the wireless PAN, the focus streams real-time physical resonance telemetry, granting an additional +1 Minor Action on turns where a pacification or balancing action is declared.
- Passive Effects:
- Aura of Pacified Flow: While held in hand, the wielder receives a +1 dice pool modifier to Athletics tests involving balance, standing ground on slick or oil-covered surfaces, or resisting knockdowns.
- Ethereal Harmony: Unbound spirits, wild critters, and astral entities within 10 meters perceive the wielder as non-threatening. Spirits attempting to attack the wielder unprovoked must pass a Reaction + Intuition (2) test or choose a different action.
- Active Powers:
- Blessing of the Dual Realms: As a Major Action, the wielder shakes the brass chimes in a three-beat sequence targeting an ally within 10 meters. The target immediately heals 1 point of Stun Damage and clears the Disoriented or Dazed status condition. This ability can be used a number of times per day equal to the focus Force (1 time per day).
- Calming Cadence: As a Major Action, the wielder sweeps the silk streamers through the air, sending an acoustic acoustic-mana pulse through a 15-meter radius. All hostile targets in range must make a Willpower + Logic test against the wielder’s Sorcery + Magic pool. Targets that fail suffer a -1 attack dice pool penalty and lose 2 Status Points from their initiative total due to subdued aggression.
- Ritual of Spatial Equilibrium: By spending 1 minute performing a continuous dance and chant, the wielder stabilizes background count or localized astral mana surges within a 20-meter radius, bringing chaotic mana spikes back to a rating of 0 for up to 1 hour.
Starfinder (2nd Edition) Kagura Resonator of Harmonic Balance
- Item Type: Magic Gear / Level 1 Item
- Bulk: L (Light)
- Hands: 1 Hand
- Armor Bonus: +1 Item Bonus to AC (counts toward maximum item AC caps).
- Passive Traits:
- Aura of Pacified Flow: You gain a +1 item bonus to Acrobatics checks to Balance and to Reflex saves against effects that would knock you prone or cause you to slip on zero-gravity or hazardous surfaces.
- Ethereal Harmony: Feral alien beasts and non-hostile planar spirits within a 15-foot aura must succeed on a Will save (DC 15) before taking an aggressive action against you. On a failure, they must choose a different target or forfeit the aggressive action.
- Activate Actions:
- Blessing of the Dual Realms [two-actions] (Auditory, Concentrate, Healing, Magical); Frequency once per day; Effect You shake the brass bells toward an ally within 20 feet. The target recovers 1d4 Stamina Points and immediately clears the Off-Guard or Dazzled condition.
- Calming Cadence [one-action] (Auditory, Emotion, Mental, Visual); Effect You swing the silk ribbons in a sweeping motion. Enemies in a 15-foot cone must make a DC 16 Will save. On a failure, the target takes a -2 status penalty to its next attack roll and cannot use reactions until the start of your next turn.
- Ritual of Spatial Equilibrium [three-actions] (Auditory, Concentrated, Exploration, Manipulation); Effect You perform a 1-minute step dance. Localized zero-gravity distortions, wild atmospheric surges, and planar rifts within a 30-foot emanation are suppressed for 1 hour.
Traveller (Mongoose 2nd Edition) Psionic Resonance Chime
- Item Type: Psionic Artifact / Exotic Instrument
- TL (Tech Level): TL 15 / Ancient Artifact
- Mass: 1 kg
- Price: Cr 25,000
- Passive Properties:
- Stabilizing Footing: While held in one hand, the user gains DM+1 to all Athletics (dexterity) or Physical checks made to navigate zero-G environments, low-friction hull breaches, or pitching ship decks.
- Aura of Calm: Feral planetary fauna and low-order aggressive entities within 6 meters will not initiate unprovoked attacks against the user unless directly harmed first.
- Active Psionic Abilities:
- Blessing of the Dual Realms: By expending 1 PSI Point and taking an action, the user rings the artifact toward a human or alien target within 6 meters. The target immediately recovers 1D End (Endurance) loss caused by fatigue, shock, or mental stunned conditions.
- Calming Cadence: By expending 2 PSI Points and taking a combat action, the user sweeps the acoustic streamers in a 10-meter arc. All hostile targets in the area must pass a SOC or PSI check (Difficulty 8+). On a failure, affected targets suffer DM-2 to all attack rolls made on their next turn.
- Spatial Equilibrium: By expending 3 PSI Points and performing a 1-minute focal movement, the user neutralizes localized environmental hazards (such as pressure fluctuations, dangerous vibrations, or exotic radiation spikes) within a 15-meter radius for 1 hour.
Warhammer Fantasy Roleplay (4th Edition) Kagura Chime of Unshaken Order
- Item Class: Magical Artifact / Relic
- Availability: Exotic
- Encumbrance: 1
- Location: Held in 1 Hand
- Passive Traits:
- Aura of Pacified Flow: The bearer receives a +10 bonus to Dodge and Athletics Tests made to maintain balance, cross slick or mud-covered terrain, or avoid being knocked Prone.
- Ethereal Harmony: Feral beasts and unaligned spirit entities must pass a Challenging (+0) Willpower Test before charging or initiating an attack against the bearer. If failed, they cannot target the bearer for 1 round.
- Active Abilities:
- Blessing of the Dual Realms: As an Action, the bearer shakes the chime toward an ally within 4 yards. The target immediately removes 1 Condition (such as Stunned, Prone, or Disoriented) and regains 1d4 Wounds. This ability may be used a number of times per day equal to the bearer’s Willpower Bonus.
- Calming Cadence: As an Action, the bearer sweeps the silk ribbons in a wide arc. All hostile targets within 6 yards must pass a Challenging (+0) Cool Test or suffer 1 SL penalty on all Melee and Ranged attack rolls for 1 round due to subdued aggression.
- Ritual of Spatial Equilibrium: By taking 10 rounds (1 minute) to perform a continuous chanting step-dance, the bearer suppresses localized Winds of Magic fluctuations, Chaos miscasts, or wild environmental hazards within 12 yards for up to 1 hour.
