Dream Hoodoo Ankle Wrap 626

Lore This unique Tier 4 artifact is the result of an impossible, consensual fusion between two masters of movement. Veilos the Muted Wanderer, bearer of the Dream 196 of Silent Dreamveil Satchel, sought the ultimate expression of silence—not just the hush of a dream, but the silence of the upper air. In the wind-whipped lowlands, Veilos encountered Cirrus Unverra, the tamer-artificer who wore the Hoodoo 317 of Nimbus Palm Wrap and moved with the grace of the wind itself.

They recognized in each other a missing half: Veilos had silent passage but lacked physical grace; Cirrus had physical grace but lacked true silence. At a high-wire sky-dock, where a dream-veil was known to thin during high storms, they performed a joint ritual. Veilos’s satchel was offered, and Cirrus’s wrap became the vessel. The Dream 196 dissolved, its ethereal parchment and wax seal sinking into the oxblood leather. The void-ink script fused with the cloudsilk threads, and the dream-magic of the satchel bound itself to the folk-magic of the root-charms, creating a single item that walks the line between the physical wind and the oneiric void.

Description A single, continuous ankle-to-mid-calf wrap that appears to be in constant, silent flux. The base is the supple, oxblood leather of the Hoodoo wrap, but it is patched with fragments of ethereal parchment that ripple like water. Shifting, void-ink script (from the Dream 196) is woven through the shimmering cloudsilk threads (from the Hoodoo 317). The four resin-sealed root-charms remain on the inner arch, but they now glow with a faint, pale blue light instead of amber. The sole of the wrap is embossed with the dark wax emblem of a finger-to-lips figure, which actively mutes the sound of the wearer’s footfalls. The wrap smells of high-altitude ozone, pine tar, and a faint, sweet hint of distant wildflowers.

Stats

  • Tier: 4
  • Rarity: Unique
  • Weight: Light
  • Durability: High

Tags Hoodoo, Dream Magic, Contract Magic, Silence, Stealth, Acrobatics, Animal-Taming, Aerial Maneuvers, Oneiric, Void, Silent-Step, Lucid-Veil, Hoodoo-Fusion, Tier4-Feet, Unique, Fall Reduction, Mobility Enhancement, Palmcraft, Skyborne, Gentle-Grip, Ankle-Wrap, Fusion-Relic, Wind-Touched, Dreamscape, Mind-Voyage, Void-Walker, Ethereal-Grip, Silent-Acrobat, Dream-Tamer, Oneiric-Flight, Hush-Step, Root-Warp

Multiple Passives Magic

  • Silent Nimbus-Grace: The wearer’s movements are supernaturally silent and fluid. The wearer gains a +4 bonus to all Dexterity (Acrobatics) and Dexterity (Stealth) checks.
  • Lucid Handler’s Calm: The wearer’s touch, both physical and psychic, is calming. The wearer has Advantage on all Wisdom (Animal Handling) checks. As a non-magical action, their touch can calm a nervous beast or NPC; this touch can also render a willing or charmed creature completely mute for 10 minutes. Passively, the wearer gains a +3 bonus to all Wisdom (Perception) and Wisdom (Survival) checks.
  • Oneiric Wind Memory: The wearer’s mind and body perfectly recall all paths. The wearer has Advantage when repeating any physical maneuver (involving hands or feet) or any check made to recall information from a dream.
  • Void-Step Buoyancy: The wearer’s feet barely touch the ground, as if they are walking on a dream-veil. The wearer ignores all non-magical difficult terrain and their effective encumbrance is reduced by one category for the purposes of climbing, leaping, or balancing.

Multiple Active Magics

  • Hushed Feather-Flight (Reaction, 1/Long Rest): When the wearer falls, they can use their reaction to activate this ability. They gain a flying speed of 60 feet for 1 minute, but may only use this flight to move in a downward or horizontal direction. This allows for a perfect, silent, controlled descent or glide, landing without prone or taking any damage.
  • Silent Palm of the Dreamer (Action, 1/Long Rest): The wearer creates a 15-foot radius sphere of magical silence and dream-haze centered on them for 1 minute. While inside this sphere, the wearer can use a bonus action to touch one creature. That creature must succeed on a DC 18 Wisdom saving throw or be put into a magical, waking sleep (is Charmed and Incapacitated) for 1 minute, or until it takes damage.
  • Oneiric-Step Portal (Action, 1/Long Rest): The wearer opens a silent, shimmering portal. This portal can lead to a known dreamscape or any physical location the wearer has seen or been to within the last 24 hours. This functions as a Dimension Door, but it is completely silent and can transport the wearer and up to four willing companions.

Specific Slot Worn item (Feet)


Item Integrity and Disablement

The Dream-Hoodoo Ankle Wrap 626 is a Tier 4 Unique artifact. Its existence is a delicate, high-level fusion of diametrically opposed magics: the tangible, earth-and-beast-centric Folk Magic (Hoodoo) and the intangible, mind-and-void-centric magic (Dream/Contract).

It does not have conventional hit points but a Magical Integrity Threshold of 80.

Damage Threshold: The item is a fusion of ethereal-bound leather and parchment. It has a damage threshold of 10. Any single attack dealing 10 or fewer points of damage is ignored, as the wrap’s paradoxical nature (both physical and dream-like) causes the blow to pass through or be absorbed.

Disablement: To disable the wrap, its integrity must be reduced to 0. It is uniquely vulnerable to two specific types of attack:

  1. Sonic Attacks: Spells or effects that create pure, loud, magical sound (like a Shatter or Thunderwave) are anathema to its “Silence” magic.
  2. Oneiric (Dream) Attacks: Spells that sever dream connections or inflict Nightmare-based damage can unravel its “Dream” magic.

When its integrity is reduced to 0, the fusion fails catastrophically. The ethereal parchment patches turn to ash, the dark wax seal cracks and falls off, the cloudsilk threads unravel, and the blue glow in the root-charms extinguishes. The item becomes an inert, ruined, mundane wrap of oxblood leather, its powers permanently disabled until repaired.


Item Repair

Repairing this item is a quest in itself, as it requires two distinct and exceptionally rare master artisans to work in perfect synchronization, recreating the conditions of the item’s original fusion.

Required Artisans:

  1. A Master Hoodoo Artisan (or Tamer-Artificer) who understands the folk magic of the Nimbus Palm Wrap, including its root-charms and wind-grace.
  2. A Master Dream-Weaver (or Void-Scribe) who understands the oneiric and contract magic of the Silent Dreamveil Satchel.

Required Location: The ritual must be performed at a location that is simultaneously two things, mirroring the lore:

  1. A place where “high wires cross beast-paths” (a high-altitude beast-dock, a tamer’s rigging).
  2. A place where “a dream-veil is thin” (a silent glade, a moonlit crossroads, a hidden oneiric portal).

Crafting Steps:

  1. Physical Mending: The artisans must first repair the physical vessel. The Hoodoo artisan mends the oxblood leather and re-sets the root-charms. The Dream-Weaver must simultaneously replace the ruined parchment with new ethereal parchment and re-inscribe the void-ink script, using the Silent Phoenix Quill Thread to stitch it to the leather.
  2. The Dual-Attunement Ritual: This is the critical step.
    • The Hoodoo Artisan must begin a ritual to re-infuse the wrap with the “Hoodoo” magic, using pine tar, citrus balm, and the touch of a calm beast to awaken the root-charms’ grace.
    • The Dream-Weaver must, at the exact same time, begin a ritual of silence, using slumbermoss paste, void ink, and essence of imagination to re-infuse the parchment and wax seal with the “Dream” magic.
  3. The Fusion: The two artisans must synchronize the climax of their rituals. The Hoodoo magic (physical, air, beast) and the Dream magic (ethereal, void, mind) must be channeled into the wrap at the same instant. If the balance is even slightly off, the two magics will annihilate each other, and the wrap will be permanently destroyed, exploding in a silent flash of blue-green light.

This is a Tier 4 Unique artifact, a one-of-a-kind item of legendary power. It cannot be found on any open market, in any guild hall, or even in a standard high-end magic shop. Its sale would be a world-shaping event, a transaction whispered about by spymasters and archmages. The “buyer beware” principle is absolute, as an item this powerful is almost certainly tracked, cursed, or has a will of its own.

Its value is astronomical, far beyond the reach of most adventurers. A reasonable Tier 4 value would be set in Rhodium, not Gold or Platinum.

Here are the only types of “shops” where such an item might be bought and sold:

1. The Umbral Auction House

Location: A clandestine, invitation-only auction held in a location that is itself a secret—perhaps a phased-out demi-plane, a heavily-warded vault in an underwater metropolis, or the high-security observation deck of a floating city. Attendees are the most powerful and wealthy beings in Saṃsāra: guildmasters, high priests, immortal mages, and agents of island-nations.

How it is Sold: This item would be the centerpiece of the auction, “Lot 626.” It would be presented by a master auctioneer who would demonstrate its power, perhaps having a magically-bound attendant use the Hushed Feather-Flight to glide silently onto the stage. The bidding would be silent, conducted via telepathic signets or magical glyphs. The auction house guarantees only the item’s authenticity, not its history or the number of powerful entities who are also seeking it.

Cost: The bidding would start at 10 Rhodium. In a room full of powerful, competing egos, a bidding war is inevitable.

  • Estimated Cost: 45 to 70 Rhodium (450 to 700 Platinum Pieces)

2. The Veiled Dream-Market

Location: Not a physical place, but a “veiled dream-market” or “silent bazaar” as mentioned in the lore. It is a demi-plane accessible only at a specific time (e.g., a moonless night), from a specific place (a silent ruin, a high-altitude sky-dock), and by those who know the method of entry (e.g., carrying a specific dream-charm).

How it is Sold: The item would be displayed on a stall made of solidified mist and shadow, tended by its creator (Veilos or Cirrus) or a powerful oneiric (dream) entity. The currency here is not coin. The “buyer beware” is that the price is literal, metaphysical, and binding. The proprietor would name their price, which is absolute.

Cost: The proprietor would demand a price appropriate to the item’s dual nature:

  • Cost: “The silence of your first word,” “All the memories of the sky from your childhood,” “A fully-tamed Griffon, given freely,” or “A future favor, to be called upon at the moment of your greatest desperation.” This is a purely roleplay-based, priceless transaction.

3. The Warden’s Sanctum (The Successor’s Test)

Location: A remote, legendary, and nearly-inaccessible location that embodies the item’s lore: a monastery on the highest, wind-swept peak of Andean; a sky-dock built into the side of a permanent, magical thunderstorm; or a tiny, isolated hut at the center of a silent, primal forest.

How it is Sold: The item is not “for sale.” It is held by a single, powerful individual—the successor to Veilos and Cirrus, known as the “Warden of the Veil-Wind.” To acquire it, a buyer must first find the Warden. Then, they must petition for the item. The Warden will only relinquish it if the buyer can prove they are “worthy” of its paradoxical power. This almost always involves a quest or a test. The test might be to navigate a complex, high-wire rigging in a windstorm (the Hoodoo) while simultaneously resisting a barrage of psychic, dream-based illusions (the Dream).

Cost: If the buyer passes the test, the Warden will “gift” the wrap, but will demand a staggering “donation” or “offering” to their cause, to ensure the buyer understands the item’s value.

  • Cost: 30 Rhodium (300 Platinum Pieces) plus the successful completion of the Warden’s Test.

4. The Black-Market Antiquarian (High-Treason Sale)

Location: The private, hidden vault of a corrupt (or desperate) guildmaster, spymaster, or city-governor. This item was their organization’s single greatest asset, and they are now selling it “under the table” to fund a war, pay off a catastrophic debt, or finance a coup.

How it is Sold: This is the most dangerous transaction. The sale is an act of treason. The meeting is arranged through a dozen “cut-outs” and takes place in a high-security, magically-shielded location. The seller is paranoid, and the buyer is assumed to be an enemy. The item is presented in a warded, locked chest. The “buyer beware” is that the seller may try to kill the buyer after the exchange, or the buyer’s own guild may find out, resulting in certain death.

Cost: The price is fixed, non-negotiable, and demanded in untraceable, purified ingots of platinum or rhodium. The seller is sacrificing their organization’s future for this cash.

  • Cost: 80 Rhodium (800 Platinum Pieces). This is the “get it right now, no questions asked, if you have the cash” price, and it is extortionate.

The Dream-Hoodoo Ankle Wrap 626 is not a weapon; it is the ultimate tool for infiltration, escape, and non-lethal control. Its power comes from its paradoxical fusion: the physical, tangible grace of Hoodoo wind-magic and the ethereal, intangible silence of oneiric dream-magic.

The wearer of this Tier 4 artifact is a “ghost who walks,” a master of movement who can bypass any physical or mundane obstacle with silent, supernatural grace.


1. Environment: High-Security Urban Metropolis (Skyscraper Heist)

Scenario: The user needs to steal a magical contract from a rival’s vault on the 80th floor of a magically-warded skyscraper. The vault is guarded by automatons and a magically-bound Chimera (a “Beast”).

Offensive Use (The Perfect Infiltration):

  • Roleplay: The user stands on an adjacent rooftop, a chasm of wind-swept air between them and their target. They do not pick locks. They do not fight guards. They bypass all of it.
  • Action: The user activates Oneiric-Step Portal. They have seen the vault’s antechamber in a scrying-dream (recalled perfectly via their Oneiric Wind Memory passive). A shimmering, silent, blue-black tear in reality opens.
  • Execution: The user and their team step through, emerging inside the warded perimeter, bypassing 80 floors of security. The Chimera guard instantly detects them and roars. The user, unbothered, activates Silent Palm of the Dreamer.
  • Result: A 15-foot sphere of absolute silence and swirling dream-haze erupts. The Chimera’s roar is muted. Its senses are baffled by the phantasms. The user, moving with the +4 bonus from Silent Nimbus-Grace, walks up to the confused Beast and uses the ability’s bonus action to touch its snout. The Tier 4 magic overwhelms it; the Chimera slumps, Charmed and Incapacitated in a waking sleep. The user’s team has one minute to work in perfect silence.

Defensive Use (The Impossible Escape):

  • Roleplay: The vault-breaking takes too long. The Silent Palm sphere fades. An alarm sounds. Automatons round the corner, and the Chimera awakens, enraged. The user and their ally are trapped.
  • Action: The user grabs their ally and runs to the window. “Trust me!” they yell, and they shatter the glass. As their ally looks at them in terror, the user shoves them out into the open air.
  • Execution: The ally screams as they begin to fall 80 stories. The user, leaping out immediately after them, uses their reaction to activate Hushed Feather-Flight.
  • Result: The user’s descent stops. They are now flying, a 60-foot-per-second glide. They catch their ally mid-air. The wind-magic of the Hoodoo wrap gives them perfect control, and the dream-magic of the satchel makes their flight completely silent. They glide, unseen and unheard, over the city, landing a mile away on a quiet rooftop while the guards stare from the broken window, baffled as to how they vanished.

2. Environment: The Uncharted, Primal Jungle (Beast-Tamer Lair)

Scenario: The party is tracking a rival Tamer who has enslaved a local tribe of “Beasts.” The user must infiltrate the Tamer’s treetop village, which is connected by high-wire rigging and surrounded by magical traps and angered beasts.

Offensive Use (Taming the Tamer’s Lair):

  • Roleplay: The user sees the high-wire rigging. This is their item’s home turf. They begin to move.
  • Execution: Their Void-Step Buoyancy passive lets them ignore the treacherous, unstable rope bridges (difficult terrain). Their Silent Nimbus-Grace (+4) means they are making DC 20+ Acrobatics checks to move across the wires without a sound.
  • Action: A patrol of “Beasts” corners them on a platform. The user activates Silent Palm of the Dreamer. The silence-sphere makes the beasts’ howls vanish, confusing them. The user then uses their passive Lucid Handler’s Calm.
  • Result: Instead of attacking, the user holds out their hand. Their Advantage on Animal Handling, combined with the dream-haze, is overwhelming. The beasts, their aggression muted by the silence and soothed by the user’s aura, sit down. The user walks past them, having taken over the Tamer’s “pack” without a single blow, using the item’s Hoodoo calming magic and Dream silence magic in perfect synergy.

Defensive Use (Bypassing the Apocalypse):

  • Roleplay: The party is discovered. The Tamer, enraged, triggers the ultimate trap: a stampede of magically-enraged behemoths, designed to trample the entire area. The party is trapped on a high platform with no escape.
  • Action: The user grabs their party. “Close your eyes. Think of the camp!”
  • Execution: The user activates Oneiric-Step Portal. The Tamer, watching from his tower, sees the user and their party vanish into a silent, blue-black doorway, just seconds before the stampede pulverizes the platform they were standing on.
  • Result: The user and their party reappear at their base camp five miles away—a location the user had seen within the last 24 hours. The defensive use of the portal, combined with the item’s Oneiric Wind Memory (allowing them to recall the location and have been there), allowed them to teleport the entire party out of an un-winnable “Total Party Kill” scenario.

3. Environment: The Ethereal/Void Realm (A Dreamscape Prison)

Scenario: An ally’s soul is trapped in a hostile dream-realm, a “Void” where sound is a weapon and the ground is not solid.

Offensive Use (The Silent Hunt):

  • Roleplay: The user enters the dreamscape (perhaps using their own portal). Here, the item’s dream-magic is at its most powerful. The user is hunting the “Nightmare-Warden” that is holding their ally.
  • Execution: The user’s Void-Step Buoyancy allows them to walk on the “non-solid” dream-mist as if it were solid ground. Their Silent Nimbus-Grace makes them invisible to the “Echo-Sentinels” that hunt by sound.
  • Action: They find the Warden, a being of pure sound. The user activates Silent Palm of the Dreamer.
  • Result: The 15-foot silence sphere is anathema to the Warden. It is a Tier 4 “Offensive Silence.” The Warden, a creature made of sound, is instantly crippled, its power source cut off. The user then uses the bonus action touch to Incapacitate it. They have defeated a conceptual being by being its conceptual opposite: silence.

Defensive Use (The Reality-Bend):

  • Roleplay: The user has freed their ally’s soul, but the dream-prison is collapsing, the “Void” itself tearing apart. The exit portal is gone.
  • Action: The user looks not for an exit, but for a memory. Their Oneiric Wind Memory passive allows them to perfectly recall their own world.
  • Execution: They activate Oneiric-Step Portal. They do not target a known dreamscape (they are already in one). They target a physical location they saw within the last 24 hours—the tavern they were in before they started this quest.
  • Result: A silent, shimmering door opens in the middle of the collapsing void. The user and their ally step through, and fall out of the portal onto the floor of the tavern, back in the physical world. The wrap’s Tier 4 power allowed them to use a “memory” of the real world as an anchor to escape a hostile dimension.

Perception of Activation:

The Dream-Hoodoo Ankle Wrap 626 is a unique Tier 4 artifact, and its three active abilities have distinct, powerful sensory perceptions.


Activation 1: Hushed Feather-Flight (Reaction)

User’s Perspective:

  • Sight: The moment the user begins to fall, the cloudsilk threads and the four pale-blue root-charms on the wrap flare with a brilliant, soft, cyan light. This light instantly forms two translucent, wing-like ribbons of shimmering energy and parchment-script that unfurl from the ankles, catching the air.
  • Sound: The sound of rushing wind is instantly muted. All the user hears is a deep, subsonic thrum that resonates in their bones, like the beat of a massive, silent wing.
  • Smell: A sharp, intense, and clean burst of high-altitude ozone and cold pine tar, the core scent of the Hoodoo magic.
  • Touch: The terrifying sensation of falling is instantly replaced by one of ethereal, buoyant control. The wrap vibrates warmly against the skin, and the air itself feels “thicker,” like dense water, allowing the user to glide and steer with simple thoughts.
  • Taste: A cool, metallic-fresh taste, like static electricity or snow.
  • Extrasensory (Hoodoo): A surge of pure, instinctual, physical grace. A profound confidence, as if the user is the wind and cannot be harmed by it.
  • Extrasensory (Dream): A feeling of unreality and lucidity, as if the user has momentarily “dreamed” that gravity does not apply to them.

Observer’s Perspective:

  • Sight: An observer sees the user, who was just falling, suddenly stop their descent. Their ankle wrap explodes with a silent, bright, pale-blue light. Two large, wing-like constructs of pure light and swirling, script-covered parchment burst from their feet, catching them. The user then glides, perfectly silently and with uncanny control, to the ground.
  • Sound: Silence. A scream is cut off. The whoosh of a falling body is gone. There is no sound of flapping or wind. The activation and flight are completely, unnervingly mute.
  • Smell: A faint, passing scent of ozone and pine.
  • Extrasensory (Arcane): A massive, jarring spike of Tier 4 magic. It feels like Transmutation (Air) and Illusion (Dream) magic have been fused. It’s a “how is that possible?” moment for any magic-user, as it defies both schools of magic.

Activation 2: Silent Palm of the Dreamer (Action)

User’s Perspective:

  • Sight: The user’s vision becomes hazy as a 15-foot sphere of swirling, pale-blue, shimmering mist erupts from the wrap, centered on them. The parchment patches on the wrap ripple as if submerged in water. The world inside this sphere looks distorted, dim, and “dream-like.”
  • Sound: Absolute, profound silence. The user’s own breathing, heartbeat, and footsteps are gone. All external sounds (battle, screams, alarms) are instantly stolen, replaced by a heavy, velvet-like void.
  • Smell: The sweet wildflower scent from the Dream-magic intensifies, becoming almost cloying, mixing with the cold ozone. It is a sleepy, disorienting, and “cold” floral smell.
  • Touch: The air inside the sphere feels heavy, cool, and soft, like walking through a dense cloud or cobwebs. When the user uses the bonus action touch, their hand feels a cold, oneiric tingle as the charm/incapacitate magic is delivered.
  • Taste: A sweet, dusty taste, like old parchment and sugar.
  • Extrasensory (Dream/Void): A feeling of total lucidity and control. The user feels as if they are the “master” of this small, silent dream-sphere, and their will is law within it.
  • Extrasensory (Contract): The wax seal on the sole of the wrap feels ice cold. The user feels a sense of absolute authority, as if the silence is not just an absence of sound, but an enforced magical command for sound to cease.

Observer’s Perspective:

  • Sight: A 15-foot sphere of shimmering, swirling, pale-blue haze erupts from the user. Anyone inside is visible, but distorted as if seen through thick, rippling water. The user’s ankle wrap pulses with a slow, hypnotic blue light.
  • Sound: Total silence. Any creature that enters the sphere becomes mute. An observer outside sees a “silent movie” of the action within. A sword-clash makes no sound. A person shouting is visibly screaming, but no sound escapes.
  • Smell: A strong, localized, and unnatural smell of cold wildflowers and ozone emanates from the sphere.
  • Extrasensory (Arcane): A crushing, heavy wave of Tier 4 magic. It feels like a Silence spell fused with a powerful Illusion and Enchantment aura. To an empath, it feels like a “void” has opened, a bubble of sensory deprivation.

Activation 3: Oneiric-Step Portal (Action)

User’s Perspective:

  • Sight: As the user focuses on their destination, the parchment patches on the wrap ripple violently. The air in front of them tears open, not with a flash, but with a void-like suction. The portal is a silent, shimmering, blue-black tear in reality, rippling like dark water.
  • Sound: No sound. The act of tearing reality is completely, unnervingly silent. The wax seal on the sole of the wrap feels like it absorbs all sound in the area, creating a “pop” of silence.
  • Smell: A powerful, concentrated burst of ozone, pine tar, and sweet wildflowers all at once—the combined scent of the wrap’s two fused souls.
  • Touch: A cold rush of air from the portal. The wrap itself vibrates at a high, thrumming frequency. Stepping through feels like stepping into cool, still water.
  • Taste: A dry, dusty taste, like static and old paper.
  • Extrasensory (Dream/Void): A powerful, lurching, vertigo-inducing sensation as the user’s mind “locks on” to the destination. It feels like a disorienting pull across an impossible distance.
  • Extrasensory (Hoodoo): The user feels the root-charms act as their physical anchor, a connection to the real world that allows the dream-magic to target a physical (and not just oneiric) location.

Observer’s Perspective:

  • Sight: A shimmering, silent, blue-black tear in space, the size of a doorway, appears in front of the user. It looks like a rippling patch of dark water or heat-haze suspended vertically. The parchment patches on the user’s ankle wrap are visibly rippling in sync with the portal. The user (and their allies) step into it and vanish. The portal silently snaps shut.
  • Sound: Total silence. The most disorienting part for an observer. There is no boom, crack, or whoosh associated with high-level teleportation. Just a silent, visual tear and a disappearance.
  • Smell: A strong, localized smell of ozone, pine, and wildflowers lingers for a moment after the portal closes.
  • Extrasensory (Arcane): A massive, undeniable spike of Tier 4 Conjuration (Teleportation) and Illusion (Dream) magic. Any magic-user for miles feels this ripple. It is not a common Teleport spell; it is an Oneiric or Void-Step, a far more profound and “unnatural” form of travel.

Positives

  • Ultimate Stealth: All three activations are audibly silent. This is the wrap’s greatest strength. They provide no sound-based warning, making them the ultimate tool for infiltration, escape, and non-lethal neutralization.
  • Psychological Warfare: The lack of sound is, in itself, a weapon. Seeing a person fall and not scream, a portal tear reality without a sound, or a fight happen in a silent bubble is profoundly terrifying and disorienting to foes.
  • Absolute Control: The item grants unparalleled control over movement. The Feather-Flight is a controlled glide, not a chaotic fall. The Portal is precise. The Silence is a defined sphere.
  • Extreme Versatility: The wrap provides a Tier 4 solution for three common “impossible” problems: inescapable falls, un-winnable “surrounded” fights, and impassable, guarded walls.

Negatives

  • Visually Obvious: While silent, the activations are loud in every other sense. They all produce bright, glowing, pale-blue light, swirling mists, or shimmering portals. This is a beacon in the dark, attracting all visual attention.
  • Magical “Scream”: A silent, Tier 4 magical activation is not hidden from magical senses. Any Mind’s Eye user, magic-attuned guard, or rival archmage in the area would feel the massive ripple of power, even if they heard and saw nothing.
  • Mental Dissonance (User): The item’s power is a fusion of the physical (Hoodoo) and the ethereal (Dream). This can be jarring. The user is physically flying, but it feels like a dream. This requires a strong, focused will to control.
  • Philosophical Alarm: The item’s very existence is an affront to purists. Arcane mages would see it as a “corruption” of teleportation magic, and Hoodoo practitioners would see its dream-magic as “un-grounded” and “un-natural.”

Rite of the Oneiric-Wind Binding

This is a Tier 4 ritual of magical fusion, requiring two master artisans working in tandem. It is highly volatile, as it attempts to permanently bind the intangible, mind-based magic of the Dream-Void to the tangible, physical magic of the Hoodoo-Wind. Failure will not just destroy the items but can cause a localized “silent storm,” a chaotic explosion of mute, kinetic, and oneiric energy.

This ritual must be performed at a “place-between,” as described in the lore: a high-altitude location (for the Hoodoo-Wind) where a dream-veil is known to be thin (for the Oneiric-Void).


Items Merged


Additional Materials Needed

  • 1x Vial of Pure Oneiric Solvent: A rare, alchemical substance capable of dissolving a magical item’s physical form while preserving its conceptual essence.
  • 1x Spool of Spun Cloudsilk-Void Thread: A paradoxical thread spun from pure cloudsilk (for the Nimbus magic) and the “absence” of a dream-void (for the Silent magic).
  • 1x Heart-string of a Sleeping Griffon: This acts as the primary magical catalyst, as the Griffon is a creature that embodies both “Beast” (for the Hoodoo/Tamer) and “Sky” (for the Nimbus).
  • 4x Flawless Void-Opals: Used to re-set the root-charms, providing a stable, high-tier matrix that can hold both Primal and Dream magic.
  • 1x Bar of Oneiric-Binding Wax: A special wax used to re-forge the “Contract” magic of the satchel onto a new item.

Tools Required

  • Void-Tempered Alchemical Alembic: A specialized distiller used to safely dissolve the Dream 196 satchel.
  • Enchanter’s Loom (Wind-Attuned): A loom capable of holding the Hoodoo 317 wrap while allowing magical and elemental air to pass through it.
  • Needle of Paradox: A high-tier enchanting needle (often made of petrified dream-wood) capable of stitching an ethereal substance (the satchel’s essence) to a physical one (the wrap’s leather).
  • Ritual Sigil-Press: A heated, runic press used to apply the final Oneiric-Binding Wax seal.

Skill Requirements

  • Master Alchemist: To successfully dissolve the satchel into a usable magical essence without it dissipating.
  • Master Enchanter (Dream-Weaving): To handle the volatile oneiric, void, and contract magic of the satchel.
  • Master Hoodoo Artisan (Folk Magic): To un-set and re-set the root-charms and re-attune the wrap’s Hoodoo magic.
  • Artisan (Weaving/Leatherworking): To physically sew the new elements into the wrap without destroying its structure.

Crafting Steps

  1. Prepare the Vessel: The Hoodoo 317 of Nimbus Palm Wrap is secured on the Wind-Attuned Loom. The Hoodoo Artisan must carefully un-set the four amber root-charms, preserving them.
  2. Extract the Essence: The Dream 196 of Silent Dreamveil Satchel is placed into the Void-Tempered Alembic. The Master Alchemist adds the Oneiric Solvent and begins the distillation. This process dissolves the satchel’s physical form (leather, parchment, wax) into a single, shimmering, inky, liquid essence—the “Dream-Void Concentrate.”
  3. Prepare the Concentrate: The Dream-Weaver takes the Dream-Void Concentrate and mixes it with the Heart-string of a Sleeping Griffon. The string will dissolve, acting as a catalyst that translates the oneiric magic into a form the primal Hoodoo magic can understand (Beast + Sky).
  4. The Re-Weaving: The Master Weaver threads the Needle of Paradox with the Spun Cloudsilk-Void Thread. They dip the thread into the Dream-Void Concentrate. They must then re-weave the entire Hoodoo 317 wrap, stitching the dream-essence into the oxblood leather and original cloudsilk. This is where the visual change occurs: the “parchment patches” appear as the concentrate stains and transforms the leather, and the “void-ink script” is carried by the new thread.
  5. Re-Set the Charms: As the weaving is completed, the Hoodoo Artisan takes the four original root-charms. They embed one Flawless Void-Opal into each, and then set them back into the wrap’s inner arch. The infusion of dream-essence and the opal matrix will cause their glow to shift from amber to the new, pale-blue.
  6. The Final Binding: The item is removed from the loom. The Dream-Weaver melts the Oneiric-Binding Wax and uses the Ritual Sigil-Press to emboss the “finger-to-lips” emblem onto the sole of the wrap. This act re-establishes the “Contract” magic, binding the two disparate Tier 2 magics into a single, stable, Tier 4 artifact.
  7. Activation: The wrap is complete. The first time it is worn, it will be ice-cold (from the Void) and warm (from the Hoodoo) simultaneously, before stabilizing.

Weaving of Wind-Void
(Scroll 626)
(Here is the telling, from the ash-scripts found where the sky-docks meet the silent glades. The words are broken, like wind-blown glass.)

In the (yesterday-times/old-ages), there were two who were (masters/great) of movement.

One was She-Who-Holds-the-Leap, the (Tamer/Cirrus). She (wore/bound) her feet in the Hoodoo-Wrap. It was (leather/beast-skin) and (root-charms). It held the (grace/spirit) of the (Hoodoo/folk-magic). She could (dance/walk) on the high-wires in a (great-storm/sky-fury). She could (touch/calm) the (mad-beasts/fauna) with her (palm/hand). But she was loud. Her (heart-beat/blood-drum) was loud. Her (foot-fall/step) was loud. She was (real/flesh).

The other was He-Who-Walks-in-Hush, the (Muted-One/Veilos). He (carried/wore) the Dream-Satchel. It was (parchment/skin-of-dreams) and (wax-seal/void-mark). It held the (silence/key) of the (Oneiric/dream-void). He could (open/tear) a (door/portal) into the (mind-space/dreamscape). He could (walk/float) and make no (sound/echo). But he was not-real. He had no (grace/anchor). He was a (ghost/mist).

They both came to the (Prison-Mountain/Spire-of-Madness). Here, a (great-wind/sky-beast) was (trapped/cursed). It was a physical storm that (screamed/roared) so loud it (broke/shattered) stone. But its (heart/soul) was a dream of (pain/silence). It was a (Screaming-Dream).

She-Who-Holds-the-Leap (tried/ventured) first. She (wore/bound) the Hoodoo-Wrap. She (leapt/danced) into the (wind/storm). Her (grace/foot) was perfect. She (calmed/touched) the (physical-wind/body) with her (Hoodoo-magic/palm). But the (Screaming-Dream/wind’s-mind) heard her. It heard her (heart-beat/blood-drum). It heard her (step-sound). It (hated/rejected) her (loud-life/realness). The (storm/fist) of the wind (threw/cast) her down. She (failed/was-broken).

He-Who-Walks-in-Hush (tried/ventured) next. He (carried/wore) the Dream-Satchel. He (opened/tore) a (silent-door/hush-portal). He (walked/stepped) into the (wind’s-mind/dream-space). He was (hush/silent). The (Screaming-Dream) did not (hear/sense) him. But the (wind/storm) was also (flesh/real). It was a (physical-fury/stone-hand). He was (mist/ghost). He had no (anchor/foot). The (physical-storm/body) of the wind (shredded/unmade) him. He (failed/was-ejected).

The two (masters/rivals) met on the (cold-stone/mountain-foot), (broken/humbled). He (gestured/thought) to her, “You have the (foot/anchor). You have the (grace/body). But you are (loud/real). The (dream/mind) rejects you.” She (spoke/whispered) to him, “You have the (hush/void). You have the (silence/mind). But you are (ghost/mist). The (storm/body) breaks you.”

They (knew/understood). They must be (one-thing/fused).

They (climbed/went) to the (high-dock/sky-place) where the (veil/skin) of the (dream/world) was (thin/torn). He (gave/offered) his (Dream-Satchel/mind). She (gave/offered) her (Hoodoo-Wrap/body). They (unmade/dissolved) the (satchel/dream). Its (spirit/void-ink) was (poured/bled) into the (leather/wrap). The (Hoodoo-roots/charms) (drank/ate) the (ethereal-parchment/dream-skin). The (sky-silk/wind-thread) was (braided/married) with the (void-script). The (wax-seal/hush-mark) was (pressed/burned) onto the (sole/foot). The (new-thing/third-soul) was (born/made). It was the (Dream-Hoodoo Ankle Wrap 626).

She-Who-Holds-the-Leap (put-on/donned) the (new-wrap). She (stepped/leapt) into the (Prison-Mountain). The (physical-storm/body) (roared/struck) at her. She (danced/moved) with the (Hoodoo-grace/foot-magic). The (Screaming-Dream/mind) (listened/sensed) for her. It (heard/found)… nothing. The (wax-seal/hush-mark) (ate/muted) her (step/heart). She was (silent/void).

She was (real/there) and (not-real/dream) all at once. The (Screaming-Wind) was (confused/paused). She (walked/danced) into the (storm’s-eye/heart). She (activated/opened) the Oneiric-Step Portal. She (stepped/walked) into the (wind’s-mind/dream) while her (feet/body) (stood/danced) in its (storm/body). She (found/saw) the (wind’s-heart/core). It was a (crying-child/screaming-void). She (used/activated) the Silent Palm of the Dreamer. Her (touch/hand) (used/held) the (Hoodoo-calm/tamer-magic) to (soothe/hold) the (physical-storm/body). Her (mind/will) (used/held) the (Dream-silence/void-magic) to (hush/heal) the (screaming-dream/mind). The (storm/body) (stopped/calmed). The (scream/mind) (stopped/slept). The (Prison-Mountain) was (free/quiet). The (two-masters/heroes) (looked/saw) what they had (made/done). They left the (wrap/paradox-tool) upon the (silent-stone). It was (too-much-power/complete).

Moral of the Story: The (foot/body) alone cannot (tame/calm) the (storm/mind). The (mind/void) alone cannot (stand/anchor) in the (storm/body). True (wisdom/power) is to be the (bridge/walker) between, to have the (grace/foot) of the (real/world) and the (silence/step) of the (dream/void).

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Ankle Wraps of the Silent Void Type: Mythos Artifact (Unique)

Description: A single, continuous wrap of supple, oxblood-colored leather, patched with what looks like rippling, ethereal parchment. Faint, inky script seems to move through cloudsilk threads woven into the leather. Four pale-blue, glowing root-charms are embedded on the inner arch, and the sole is embossed with a wax-like “hush” sigil. The item smells of ozone and pine.

Game Mechanics:

  • Sanity Cost: Attuning to this item costs 1d6 Sanity.
  • Passives:
    • Silent Grace: The wearer gains a Bonus Die on all Acrobatics and Stealth rolls.
    • Lucid Calm: The wearer gains a Bonus Die on Animal Handling and Psychology (to calm) rolls.
    • Jester’s Clarity: The wearer gains a +20% bonus to Spot Hidden and Listen rolls.
    • Void Step: The wearer ignores all non-magical difficult terrain penalties.
  • Actives (All usable once per 24 hours):
    • Hushed Feather-Flight (Reaction): When falling, the user may spend 5 Magic Points. They gain a controlled, silent, 60-foot/round glide for 1 minute, allowing them to descend safely (taking no damage) or move horizontally.
    • Silent Palm of the Dreamer (Action): The user spends 8 Magic Points and 1d4 Sanity. A 15-foot sphere of magical silence (no sound can be created or pass through) centered on the user forms for 1 minute. While in this sphere, the user can use an action to Touch a creature. The target must make an opposed POW roll. If the user wins, the target is Incapacitated in a waking dream-state for 1 minute or until they take damage.
    • Oneiric-Step Portal (Action): The user spends 10 Magic Points and 1d6 Sanity. A silent, shimmering portal opens. The user and up to 4 others may step through, arriving at any location the user has physically seen within the last 24 hours. This can cross into the Dreamlands if the user has seen a location there.

Blades in the Dark

Wraps of the Tamer’s Void Type: Wondrous Item, Arcane, Tier IV Load: 0

Description: A single ankle-wrap of dark leather and shimmering dream-parchment. Pale blue root-charms glow faintly, and the sole is marked with a “hush” sigil. It smells of ozone and pine.

Game Mechanics:

  • Passives:
    • Silent Grace: You gain Potency on all Prowl and Finesse rolls.
    • Lucid Calm: You gain +1d to Command (on animals) and Sway (on people, to calm them) rolls.
    • Warden’s Intuition: You gain +1d to Survey and Study rolls. You ignore difficult terrain.
  • Special Abilities (Usable once per score):
    • Hushed Feather-Flight (Reaction): When you fall, you may spend 1 Stress. You take no harm and land silently, as if you had glided.
    • Silent Palm’s Dream (Action): You may spend 2 Stress. A sphere of magical silence (15ft) erupts from you for the rest of the scene. While inside it, you can touch a target to inflict Level 3 Harm: “Waking Sleep” (Incapacitated, Dreaming).
    • Oneiric-Step Portal (Action): You may spend 3 Stress. A silent, dark portal opens. You and your crew (those nearby) may instantly travel to any location you have seen within the last 24 hours. This is a perfect, silent escape or infiltration.

Dungeons & Dragons (5th Edition / 2024 Rules)

Ankle Wrap of the Oneiric-Hoodoo Wondrous Item, Legendary (requires attunement)

Description: This single, continuous wrap of supple oxblood leather is patched with fragments of ethereal parchment that ripple like water. Shifting, void-ink script is woven through shimmering cloudsilk threads. Four pale-blue root-charms glow on the inner arch, and the sole is embossed with a dark wax sigil of a finger to the lips.

  • Passives:
    • Silent Nimbus-Grace: You gain a +4 bonus to Dexterity (Acrobatics) and Dexterity (Stealth) checks. Your footsteps are supernaturally silent (as the silence spell, but only for you).
    • Lucid Handler’s Calm: You have advantage on Wisdom (Animal Handling) checks.
    • Warden’s Intuition: You gain a +3 bonus to Wisdom (Perception) and Wisdom (Survival) checks.
    • Void-Step Buoyancy: You ignore all non-magical difficult terrain.
  • Active Abilities (All recharge at dawn):
    • Hushed Feather-Flight (Reaction): When you fall, you can use your reaction to activate this ability. You gain a flying speed of 60 feet for 1 minute, but you can only move horizontally or descend. You take no damage from the fall.
    • Silent Palm of the Dreamer (Action): You can use an action to create a 15-foot-radius sphere of magical silence (as the silence spell) centered on yourself for 1 minute. The sphere is filled with a swirling, dream-like haze. As a bonus action on your turn, you can touch one creature within the sphere. The target must succeed on a DC 18 Wisdom saving throw or be charmed and incapacitated for 1 minute, or until it takes damage.
    • Oneiric-Step Portal (Action): You can use an action to create a silent, shimmering portal. This functions as the dimension door spell, but with a range of any location you have seen within the last 24 hours. You can bring up to four willing creatures of your size or smaller with you.

Knave (2nd Edition)

Hoodoo-Dream Wrap 626 Item Slots: 1 (Worn, Feet) Qualities: Magical, Worn, Unique, Tier 4, Void, Wind

Description: A single ankle-wrap of oxblood leather and rippling, script-covered dream-parchment. Four pale-blue root-charms glow. The sole has a “hush” sigil.

  • Passives:
    • Silent Grace: You are supernaturally silent. You gain a +4 bonus to all DEX checks (Acrobatics, Stealth).
    • Lucid Calm: You have Advantage on all CHA checks (Animal Handling).
    • Warden’s Intuition: You gain a +3 bonus to all WIS checks (Perception, Survival).
    • Void-Step: You ignore all non-magical difficult terrain.
  • Abilities (Usable 1/day each):
    • Hushed Feather-Flight (Reaction): When you fall, you gain a flying speed of 60ft for 1 minute. You can only move horizontally or down. You land safely.
    • Silent Palm’s Dream (Action): Create a 15ft sphere of magical silence for 1 minute. As a bonus action, you can touch one creature in the sphere. It must make a WIS save (DC 18) or fall into a magical, waking sleep (incapacitated) for 1 minute or until harmed.
    • Oneiric-Step Portal (Action): Open a silent portal. You and up to 4 allies can teleport to any location you have seen in the last 24 hours.

Fate Core

Wrap of the Oneiric-Wind Type: Legendary Extra (Artifact) Refresh Cost: -3

Aspects:

  • High Concept: Legendary Fusion of Hoodoo-Grace and Dream-Silence
  • Trouble: A Beacon to Beings of Wind and Void
  • Item Aspect 1: Perfect Memory of Step and Dream
  • Item Aspect 2: My Footsteps Make No Sound

Stunts:

  • Silent Nimbus-Grace (Passive): Because I wear the wrap, I gain a +2 bonus to all Athletics rolls for movement (jumping, climbing) and all Stealth rolls.
  • Lucid Handler’s Calm (Passive): Because I wear the wrap, I gain a +2 bonus to Rapport rolls to calm beasts or people, and to Notice rolls to perceive my surroundings.
  • Void-Step Buoyancy (Passive): Because I wear the wrap, I can ignore all situational Aspects related to non-magical difficult terrain.
  • Hushed Feather-Flight (Active, 1/session): As a reaction to falling, I can spend a Fate Point. Instead of falling, I gain the Aspect Controlled, Silent Glide with one free invocation. I can fly for the rest of the scene, but can only move horizontally or downwards.
  • Silent Palm’s Dream (Active, 1/session): As an action, I can Create an Advantage to place the Sphere of Absolute Silence Aspect on my zone with two free invocations. As a supplemental action on my turn, I can Attack a target in the sphere using Will (instead of Fight); if I succeed, they gain the Waking Sleep (Incapacitated) Aspect instead of taking stress.
  • Oneiric-Step Portal (Active, 1/session): As an action, I can Overcome a difficulty of 4 to instantly travel. If I succeed, I and any allies in my zone can instantly teleport to any location I have been to in the last 24 hours.

Numenera & Cypher System

The Void-Wind Ankle Wrap Type: Artifact Level: 8 Form: A single ankle wrap of oxblood leather, rippling dream-parchment, and glowing pale-blue root-charms. Effect (Passive): The wearer is trained in all Speed-based tasks (including jumping, acrobatics, and stealth). The wearer is also trained in all tasks related to interacting with, handling, or calming animals, and in all Perception-based tasks. The wearer ignores movement penalties from non-magical difficult terrain. Effect (Active): As an action, the user can activate one of the following abilities, each once per 24 hours:

  • Hushed Feather-Flight (Reaction): If the user begins to fall, they can spend 3 Intellect points. For one minute, they gain a flying speed of a long distance per round. This flight can only be used to move horizontally or descend. The user lands safely and takes no damage.
  • Silent Palm’s Dream (Action): The user spends 4 Intellect points. A 15-foot (short) radius sphere of magical silence centered on the user forms for one minute. As an action, the user can touch a creature in the sphere. It must make a Level 8 Intellect defense roll or fall into a waking sleep (stunned, cannot take actions) for one minute or until harmed.
  • Oneiric-Step Portal (Action): The user spends 5 Intellect points. A silent portal opens, and the user (and up to four willing allies within immediate range) teleports to any location the user has seen within the last 24 hours. Depletion: 1 in 1d20.

Pathfinder (2nd Edition – 2024 Remaster)

Dream-Hoodoo Ankle Wrap Item 18 Unique, Artifact, Conjuration, Enchantment, Illusion, Invested, Magical, Primal Usage: Worn (feet); Bulk: L Description: This single, continuous wrap of supple oxblood leather is patched with fragments of ethereal parchment that ripple like water. Shifting, void-ink script is woven through shimmering cloudsilk threads. Four pale-blue root-charms glow on the inner arch, and the sole is embossed with a dark wax sigil of a finger to the lips.

Passive Abilities:

  • Silent Nimbus-Grace: You gain a +4 item bonus to Acrobatics and Stealth checks. You are constantly under the effects of a 4th-rank Silence spell, but the 10-foot emanation affects only the sounds you and your gear make.
  • Lucid Handler’s Calm: You gain a +3 item bonus to Perception and Survival checks, and a +3 item bonus to Nature checks to Command an Animal. You can use Command an Animal on any creature with the Animal trait, even if it is not trained.
  • Oneiric Wind Memory: You gain a +2 circumstance bonus to any check made to recall information from a dream, or to repeat a physical check (like an Acrobatics or Athletics check) you have attempted within the last 24 hours.
  • Void-Step Buoyancy: You ignore all non-magical difficult terrain.

Active Abilities (Frequency 1/day each):

  • Hushed Feather-Flight [reaction] (Concentrate, Move, Transmutation) Trigger: You begin to fall. Effect: You gain a fly Speed of 60 feet for 1 minute. You can only move horizontally or descend. You land safely and take no damage.
  • Silent Palm’s Dream [two-actions] (Concentrate, Enchantment, Incapacitation, Illusion) Effect: You create a 15-foot emanation of magical Silence (as the 4th-rank spell) centered on yourself for 1 minute. The area is filled with a swirling, dream-like haze. As a single action on subsequent turns, you can make a melee spell attack (using your highest tradition, DC 40) against a creature in the sphere. On a hit, the target is Charmed by you and Incapacitated for 1 minute or until it takes damage.
  • Oneiric-Step Portal [two-actions] (Concentrate, Conjuration, Teleportation) Effect: You create a silent portal. You, and up to four willing allies within 10 feet, teleport to any location on the same planet that you have seen within the last 24 hours.

Savage Worlds (Adventure Edition – SWADE)

Wraps of the Silent Tamer’s Void Type: Worn Magical Item (Feet), Legendary Artifact Requirements: Legendary, Spirit d10+, Agility d8+ Weight: 1

Description: A single ankle-wrap of oxblood leather and rippling, script-covered dream-parchment. Four pale-blue root-charms glow. The sole has a “hush” sigil that mutes all footsteps.

Passive Abilities:

  • Silent Nimbus-Grace: +2 bonus to Agility and all associated skills (Acrobatics, Stealth). The wearer’s movement is supernaturally silent.
  • Lucid Handler’s Calm: +2 bonus to Animal Handling and Persuasion (calming) rolls. +2 bonus to Notice rolls.
  • Oneiric Wind Memory: The user gains one free reroll per day on any Agility, Animal Handling, or Notice roll.
  • Void-Step Buoyancy: The user ignores all movement penalties for non-magical difficult terrain.

Active Abilities (All 1/day each, no Power Point cost):

  • Hushed Feather-Flight (Reaction): As a free action, if the user begins to fall, they gain the Fly power for 1 minute. Their Pace is 12″, and they can only move horizontally or descend. They take no falling damage.
  • Silent Palm’s Dream (Action): As an action, the user can cast Silence (Large Burst Template, centered on self, 5 rounds). As a free action, the user can make a Touch Attack against one target in the sphere. If successful, the target must make a Spirit roll at -4. On a failure, they are Stunned and Incapacitated (in a waking dream) for as long as they remain in the sphere or until they are harmed.
  • Oneiric-Step Portal (Action): As an action, the user can cast Teleport. The range is any location they have seen in the last 24 hours. They can take up to 4 allies with them. This use of the power is always successful (no roll needed) and makes no sound.

Shadowrun (6th Edition)

Hoodoo-Void Weave (Artifact) Type: Magical Artifact / Focus (Unique) Availability: 30F (Artifact) Cost: Priceless (Black Market value: 5,000,000¥+) Essence: 0 (Magical)

Description: A unique, powerful artifact that defies classification, rumored to be a fusion of powerful Folk Magic and metaplanar Void energy. It’s a single ankle-wrap of oxblood leather, patched with rippling, script-covered ethereal parchment. Four pale-blue root-charms glow, and its sole has a “hush” sigil that actively dampens sound.

Game Mechanics:

  • Passive Abilities:
    • Silent Nimbus-Grace: The wearer gains a +4 dice pool bonus to all Gymnastics and Stealth tests. All movement (walking, running, climbing) is supernaturally silent.
    • Lucid Handler’s Calm: The wearer gains a +2 dice pool bonus to all Animal Handling and Influence (to calm) tests. The wearer also gains a +2 dice pool bonus to all Perception and Survival tests.
    • Void-Step Buoyancy: The wearer ignores all non-magical difficult terrain penalties.
  • Active Abilities (All 1/day each):
    • Hushed Feather-Flight (Reaction): As a Reaction, if the wearer begins to fall, they gain a horizontal flying movement (Pace = Magic x 4 meters) for 1 minute. They can only glide or descend and take no falling damage.
    • Silent Palm of the Dreamer (Complex Action): The wearer generates a 15-meter radius sphere of magical silence (as the spell) centered on them for 1 minute. This sphere is filled with a disorienting, dream-like haze. As a Minor Action, the wearer can make a Magic + Willpower [Mental] attack against one target in the sphere. If the wearer gets any net hits, the target is overwhelmed by a waking dream and suffers the Incapacitated status effect for 1 minute or until they take damage.
    • Oneiric-Step Portal (Complex Action): The wearer opens a silent, void-like portal. This functions as the Teleport spell, but the destination can be any location the wearer has seen in the last 24 hours. They can bring up to (Magic rating) allies with them. This ability causes 0 Drain.

Starfinder (1st Edition)

Ankle Wrap of the Oneiric-Void Level: 18 Price: 410,000 credits Type: Worn Magic Item (Feet) Bulk: L

Description: This single ankle-wrap of supple, dark leather is patched with fragments of ethereal, rippling parchment. Shifting, inky script moves through shimmering cloudsilk threads, and four pale-blue charms on the inner arch glow with a faint, cold light.

Game Mechanics:

  • Passive Abilities:
    • Silent Nimbus-Grace: The wearer gains a +4 item bonus to Acrobatics and Stealth checks. The wearer is constantly under the effects of Silence (but only affecting sounds they make).
    • Lucid Handler’s Calm: The wearer gains a +3 item bonus to Perception and Survival checks, and a +3 item bonus to Mysticism checks made to handle or calm creatures with the “Animal” type.
    • Void-Step Buoyancy: The wearer ignores all non-magical difficult terrain.
  • Active Abilities (All 1/day each):
    • Hushed Feather-Flight (Reaction): If the wearer begins to fall, they can use their reaction to gain a fly speed of 60 feet for 1 minute. During this flight, they can only move horizontally or descend. They take no falling damage.
    • Silent Palm of the Dreamer (Standard Action): The wearer creates a 15-foot-radius sphere of Silence centered on them for 1 minute. The sphere is filled with a Fog Cloud. As a move action, the wearer can touch one creature in the sphere. The target must succeed on a DC 25 Will save or be affected by a Waking Dream (treat as Confused, Fascinated, and Incapacitated) for 1 minute or until it takes damage.
    • Oneiric-Step Portal (Standard Action): The wearer opens a silent portal. This functions as Teleport, but the destination can be any location on the same planet that the wearer has seen within the last 24 hours. The wearer can bring up to four willing creatures.

Traveller (Mongoose 2nd Edition)

The Void-Tamer’s Wrap (Ancients Artifact) Tech Level: 18 Mass: 0.5 kg Cost: Cr 15,000,000+ (Black Market) Legality: 8 (Forbidden)

Description: A unique, paradoxical artifact that defies analysis. It is a single ankle-wrap of dark leather fused with “rippling” fibers that seem to exist slightly out of phase. It contains four glowing, pale-blue nodes. It appears to be a fusion of high-level psionic-dampening tech, grav-emitters, and a dimension-folding drive.

Game Mechanics:

  • Passive Abilities:
    • Silent Nimbus-Grace: The wearer gains DM+3 on all Acrobatics and Stealth checks. Their footsteps are supernaturally silent (imposing DM-4 on any check to hear them).
    • Lucid Handler’s Calm: The wearer gains DM+2 on all Animals (Handling) and Recon checks.
    • Void-Step Buoyancy: The wearer ignores all movement penalties from non-magical difficult terrain.
  • Active Abilities (All 1/day each):
    • Hushed Feather-Flight (Reaction): As a reaction to falling, the wearer’s grav-emitters activate. They gain a flying movement of 20m per round for 1 minute. They can only move horizontally or descend. They take no falling damage.
    • Silent Palm’s Dream (Action): As a Significant Action, the wearer generates a 10m-radius sphere of total silence and sensor-baffling haze for 1 minute. As a Minor Action, the wearer can make a touch attack against one target in the sphere. The target must make a Psionics (Telepathy) or END (Formidable 12+) check. On a failure, the target is Incapacitated in a waking dream for 1 minute or until harmed.
    • Oneiric-Step Portal (Action): As a Significant Action, the wearer activates the dimension-folding drive. The user and up to 4 allies are instantly teleported to any location (on the same planet) that the user has seen in the last 24 hours. This makes no sound and leaves no energy signature.

Warhammer Fantasy Roleplay (4th Edition)

The Ankle-Wrap of the Shadow-Wind (Relic) Type: Magical Artifact Encumbrance: 1 Availability: Unique Cost: Priceless (A relic of immense, heretical power)

Description: A single, supple wrap of oxblood leather, it is visibly fused with rippling, parchment-like fibers and threads of shimmering cloudsilk. Inky, dark script moves across its surface. Four pale-blue, glowing root-charms are set within the inner arch, and the sole is embossed with a dark, wax-like sigil of a hushed mouth. It smells of ozone, pine, and the cold dust of a forgotten tomb.

Game Mechanics:

  • Passive Abilities:
    • Silent Nimbus-Grace: The wearer gains a +40 bonus to Acrobatics and Stealth Tests. All movement made by the wearer is supernaturally silent.
    • Lucid Handler’s Calm: The wearer gains Advantage on all Charm Animal Tests. The wearer also gains a +30 bonus to Perception and Survival Tests.
    • Void-Step Buoyancy: The wearer ignores all movement penalties from non-magical difficult terrain.
  • Active Abilities (All 1/day each):
    • Hushed Feather-Flight (Reaction): As a Reaction when falling, the wearer activates the wrap. They gain the Fly Trait (Pace 12) for 1 minute. They can only move horizontally or descend. They take no falling damage.
    • Silent Palm of the Dreamer (Action): As a Full Action, the wearer generates a 15-yard radius sphere of magical Silence centered on them for 1 minute. The area is filled with a swirling, disorienting haze (treat as Dread). As an Action, the wearer can touch one creature in the sphere. The target must make a Difficult (-10) Willpower Test or gain 4 Stunned and 4 Incapacitated Conditions (in a waking dream) for 1 minute or until they take damage.
    • Oneiric-Step Portal (Action): As a Full Action, the wearer opens a silent, dark portal. The wearer and up to 4 allies can teleport to any location (within 100 miles) that the wearer has seen in the last 24 hours. This action requires no Channelling test.
  • Curse: This item is a fusion of Aethyric (Wind) and Dhar (Shadow/Void) magic. Every time an active ability is used, the wearer must make a Challenging (+0) Cool Test or gain 1 Corruption point.