Twilight Oculus 337

Lore This item is the paradoxical result of a failed alchemical experiment. A shadowmage, seeking to understand the chaotic essence of an Abyssal Shard, attempted to neutralize its volatile nature by submerging it in a potent, consecrated Elixir of Clarity. The mixture of celestial magic and abyssal shadow proved too unstable. Rather than exploding, the two elixirs and the shard imploded, crystallizing the warring energies into a single lens. The Twilight Oculus 337 is a physical manifestation of antithesis: the power to see the truth through the veil of darkness.

Description A single, perfectly round lens of solidified shadow, held in a simple frame of dark, non-reflective metal. The lens itself is opaque black, yet when looked through, it is perfectly clear. A single, needle-point of silver light (the trapped stardust and moonlight) hovers suspended within the lens, flaring briefly when its magic is activated.

Stats (Tier 2)

  • +2 Perception
  • +1 Wisdom

Tags Magical, Worn Item, Tier 2, Perception, Wisdom, Insight, Stealth Enhancement, Arcane Obfuscation, Lightbane Resistance, Veilcraft, Shadowmeld, Rare, Lens, Shadow-Fused, Clarity, Ocular, Tier 2, Abyssal, Celestial, Insight, Worn

Multiple Passives Magic

  • Umbral Acuity: The wearer’s vision is normalized. They can see in low-light conditions as if it were daylight, and they are no longer dazzled or blinded by sudden, bright light (magical or mundane).
  • Shadowmeld: While the wearer is standing perfectly still in shadows or dim light, they are considered partially invisible.
  • Lightbane Ward: The wearer gains an advantage on saving throws against spells or effects that utilize light, illumination, or radiant damage.

Multiple Active Magics

  • Clarity of the Veil (1/Day): As an action, the wearer can activate the lens. For 10 minutes, they can perceive magical auras, ley lines, and the faint traces of emotional residue on objects or people.
  • Abyssal Veil (1/Day): As an action, the wearer can draw upon the lens’s core. They become fully invisible for 1 minute. This invisibility ends early if the wearer attacks, casts a spell, or uses another active magic ability.
  • Shadow Scry (At Will): As an action, the wearer can focus their gaze through the lens at any shadow within 60 feet. The lens “clarifies” the darkness, revealing if anything (physical, magical, or ethereal) is currently hidden within that specific shadow.

Specific Slot Worn Item (Head)


Item Durability & Repair

Item Hit Points (HP): 30

This item is a solid, crystallized object. If an attack specifically targets the Twilight Oculus 337 while it is being worn, the attacker must declare their intent to strike it (which is often harder than hitting the wearer).

  • Disabling Magic (Broken State): If the Twilight Oculus 337 takes 30 or more points of damage, it shatters and becomes Broken. A Broken item loses all magical properties (passive and active) and cannot be used or attuned to. Its magic is considered disabled.
  • Repairing (Restoring Magic): A Broken Twilight Oculus 337 cannot be fixed with simple tools. Because it was formed from the fusion of two potent magical liquids and an Abyssal Shard, its repair requires recreation of that volatile bond.
    1. Materials: The shattered pieces must be gathered and placed in a crucible with 1 pinch of Star Dust and 1 drop of Ghostly Essence.
    2. Skill Check: A character must then succeed on a high-difficulty (GM’s discretion) Arcana or Alchemy skill check to heat and magically re-fuse the components.
    3. Outcome: On a success, the item is restored to its full 30 HP and all magic functions. On a failure, the Star Dust and Ghostly Essence are consumed, and the pieces remain shattered, requiring another attempt with fresh materials.

The “Twilight Oculus 337” is a unique, Tier 2 magical item, born from the accidental fusion of potent celestial and abyssal magic. It is not an item that can be commonly crafted or found in a typical market. Its sale would be restricted to exclusive, secretive, or high-end venues that specialize in rare and powerful artifacts.

Here are the types of shops and locations where this item might be bought and sold, along with its potential cost:

1. The Arcane Auction House

  • Where: These auction houses are found only in the largest and wealthiest metropolises, often situated in magically-secured skyscrapers or opulent, guarded estates. Access is typically by invitation only, catering to nobility, guild masters, high-ranking mages, and wealthy collectors.
  • How It Is Sold: The Twilight Oculus 337 would be a centerpiece item in an exclusive, themed auction, perhaps one titled “Anomalies and Paradoxes.” It would be displayed magically, perhaps levitating on a black velvet cushion under a single, clarifying beam of light to show its opaque-yet-clear nature. A master auctioneer would read its lore, emphasizing its accidental creation and unique combination of stealth and perception. Bidding would be intense and public among the attendees.
  • Cost: As an auction, the price is determined by demand. The bidding would likely start at 150 Platinum (1,500 Gold) and could be expected to sell for upwards of 300 Platinum (3,000 Gold) to a competitive buyer.

2. The Midnight Market (Underground Black Market)

  • Where: These markets are clandestine and nomadic, moving between locations to avoid authorities. They might be found in the sprawling, dark cave systems beneath a city, within forgotten ruins, or in a magically-cloaked district that “phases” into existence only at certain times.
  • How It Is Sold: The item would be in the possession of a “Fence” who specializes in unique magical items. It would not be displayed openly. A potential buyer would need the right connections or passwords to even get a meeting. The item would be presented in a private, heavily-warded tent or back room. The transaction would be tense, discreet, and payment would be expected immediately.
  • Cost: The price here is high but potentially negotiable, especially if the buyer has other rare goods to trade. The seller would likely ask for a firm 250 Platinum (2,500 Gold), but might be haggled down to 200 Platinum (2,000 Gold), particularly if the payment is supplemented with rare alchemical ingredients or valuable intelligence.

3. The Shadowmage Sanctum or Occultist’s Study

  • Where: This is not a public shop, but the private sanctum of a powerful shadowmage, an enigmatic occultist, or a secretive order that studies such paradoxical items. These are often hidden, perhaps in a magically-concealed tower, a sub-basement of a cryptic library, or a sanctum that exists partially within the shadow plane.
  • How It Is Sold: The item would not be “for sale” in a traditional sense. A buyer would have to seek out this location, prove their worth, and petition the owner to part with it. The owner might be the original alchemist who failed in the experiment, or an individual who acquired it for study. They would only sell it if the buyer could provide something of equal or greater esoteric value, or a vast sum of money that could fund their research for years.
  • Cost: The owner might be entirely uninterested in currency. If they were to name a price, it would be exorbitant, intended to dissuade all but the most desperate. They would likely demand a flat 400 Platinum (4,000 Gold), or more likely, a trade for an equally rare item (like a fully translated tome of forbidden lore or a captured, stable “spark” of elemental magic).

This item is a specialist’s tool. It’s not a club; it’s a scalpel for people who operate in the gray areas between light and dark. Its use is all about information, positioning, and denial.

Here’s how that plays out in different environments.

Offensive Use (Getting the Jump)

Offensively, this item is for ambush, assassination, and social/magical infiltration.

  • In a Shadowed City or Noble’s Manor:
    • You’re the perfect infiltrator. You use the Umbral Acuity passive to see perfectly in the dim moonlight, no torch necessary.
    • You approach a guarded doorway. You use the Shadow Scry (At Will) to peek into the deep shadow across the hall. “GM, I’m using the lens to check that alcove. Is the guard really alone?” The GM confirms a second guard is hiding there.
    • You pop Abyssal Veil (1/day) to become fully invisible. You walk straight past the first guard, into the shadow with the second, and line up a perfect backstab. The invisibility breaks, but the damage is done.
  • In an Arcane Dungeon or Ruin:
    • You enter a room with a complex floor puzzle. Your party is stumped.
    • You activate Clarity of the Veil (1/day). “I’m firing up the lens. What am I really seeing?”
    • The GM explains, “You see it. The ley lines are all wrong. The magic from that glowing rune on the wall is feeding a different glyph hidden under the third floor tile, but the safe path is faintly glowing with a separate, stable aura.” You’ve just found the trap and the solution in one move.
  • In a Tense Social Standoff (like a Guild Hall):
    • You’re negotiating with a rival, but you suspect they are magically shielded or have a hidden bodyguard.
    • You activate Clarity of the Veil. “While he’s talking, I’m studying him with the lens.”
    • The GM tells you, “The guild leader has no aura, but you see a faint, shimmering invisibility aura in the corner of the room. Someone is there.” You’ve just countered a hidden threat without them even knowing.

Defensive Use (Not Getting Jumped)

Defensively, the Oculus is about denying your enemy their primary advantage, whether that’s darkness, light, or surprise.

  • In a Shadowed City or Alleyway (Being Chased):
    • The City Watch is closing in. You duck into a dark alley.
    • You press yourself into a doorway and hold perfectly still. Your Shadowmeld (Passive) kicks in.
    • You roleplay it: “I’m regulating my breathing, pulling my cloak tight, and staying motionless in the shadow of the eave.” The guards run past, their lanterns sliding right over the “empty” space you’re in.
  • In an Arcane Dungeon (Fighting a Mage):
    • Your party is ambushed by a cleric or mage who casts a blinding Flash or Sunbeam spell.
    • The rest of your party is blinded. You are not.
    • You roleplay it: “The light explodes. Everyone else is screaming. I just blink. My Lightbane Ward gives me advantage on the save, and the Umbral Acuity passive means the bright light doesn’t even dazzle me. I’m the only one who can see the caster… and I’m taking the shot.”
  • In an Open Field in Broad Daylight (The Worst Case):
    • This is the worst environment for your stealth… but the best environment for your defense.
    • You’re fighting a “sun cult” or a Paladin who loves radiant damage.
    • Every time they try to hit you with a light-based spell or a radiant smite, you call out, “Using the Lightbane Ward! Advantage on that save.”
    • You are, paradoxically, the party’s best “anti-light” tank, specifically because your item was forged from shadow. You turn your enemy’s chosen element into their biggest frustration.

Perception of Activation:

(This describes the activation of the Clarity of the Veil ability)

User’s Perspective (The Wearer)

  • Sight: The opaque blackness of the lens vanishes, becoming perfectly transparent. The internal, needle-point of silver light explodes in a brief, contained, soundless flash, like a distant star going supernova. Immediately, the world is overlaid with new information: faint, color-coded auras shimmer around people, glowing lines of power (ley lines) trace paths on the floor, and a faint, greasy residue clings to objects recently handled with strong emotion.
  • Hearing: A sharp, internal ‘click’ is perceived, like an old camera shutter snapping open inside the wearer’s skull. This is followed by a sudden, faint, multi-tonal hum—the “sound” of the newly visible ley lines.
  • Smell: A brief, sharp scent of ozone and cold, sterile metal, as if a spark just ignited in freezing air.
  • Touch: The dark metal frame of the Oculus becomes ice-cold against the skin for one second, sharp enough to make the wearer flinch.
  • Magical Intuition (Extra-Sensory): It feels like a third eye snapping open. A sudden, jarring influx of focus and understanding. The wearer’s intuition is momentarily razor-sharp, attuned to the flow of magic.
  • Ethereal Connection (Extra-Sensory): The wearer feels a static-like pressure, a sudden awareness of the “weight” of unseen presences. Ghosts, spirits, or strong emotional echoes in the Ethereal Plane feel like cold spots in the wearer’s mind.

Observer’s Perspective (Someone Watching)

  • Sight: The single point of silver light, previously a dim spark inside the opaque black lens, flares blindingly white for a fraction of a second. It’s as bright and quick as a flint-spark in the dark. The lens itself remains perfectly black and opaque; the observer cannot see the wearer’s eye or the “clarity” on the other side.
  • Hearing: A very faint ‘tink’ sound, like a hot spark hitting cold glass. It is quiet enough to be missed in any environment that isn’t perfectly silent.
  • All Other Senses: No effect.
  • Magical Intuition (Extra-Sensory): A magically-aware observer (using their own Mind’s Eye or a detection spell) would perceive a sudden, sharp pulse of magical energy—a brief, complex “chord” of Divination (to see) and Illusion (to veil) magic.

Positives

  • For the User: Instantaneous access to a wealth of hidden tactical and investigative information. The activation is nearly silent, making it excellent for covert use.
  • For the Observer: The activation is subtle. If the observer isn’t looking directly at the wearer’s face, the brief flash is easily missed.

Negatives

  • For the User: The sudden sensory overload (new sights, sounds, and cold) can be disorienting for a second. This might require a moment to process, which could be dangerous in combat.
  • For the Observer: In absolute, perfect darkness, the brilliant flash (though brief) is a dead giveaway of the user’s exact position and the fact that they did something.

Alchemical Fusion: The Twilight Oculus

1. Items Merged:

2. Additional Materials Needed:

  • 1 x Perfect Obsidian Lens Blank
  • 1 x Simple Frame (must be non-reflective metal, like treated iron or lead)
  • 3 x Pinches of Powdered Silver (to act as a magical catalyst and binder)

3. Tools Required:

  • A magically-warded Alchemist’s Crucible (to contain the violent reaction)
  • An Arcane Heat Source (a standard fire is too unstable; this requires a magic-fed forge or crystal-based heater)
  • A fine-mesh metal skimmer
  • A set of jeweler’s or lens-setter’s tools

4. Skill Requirements:

  • Mastery in Alchemy: This process involves fusing two complete, stabilized, and magically-opposed potions. A lesser alchemist’s attempt would simply result in a vial of inert, gray sludge or a small explosion.
  • Proficiency in Arcana: The crafter must be able to read the magical energies to know the precise moment to add the silver binder and when to stop applying heat.

5. Crafting Steps:

  1. Preparation: The warded crucible must be placed over the arcane heat source and brought to a low, steady magical warmth.
  2. Introduction: The Elixir of Clarity is poured into the crucible first. It will hum and its internal stardust will begin to glow.
  3. The Fusion: The Shadow Veil Potion is added slowly, drop by drop. The mixture will hiss, steam, and fight itself, with the celestial magic of the Elixir warring against the abyssal magic of the Potion. The crafter must use the metal skimmer to gently stir the mixture, keeping the two from separating.
  4. Catalysis: As the liquid turns a volatile, swirling black-and-white, the crafter must add all three pinches of powdered silver at once. This requires a successful Arcana check to time correctly.
  5. Implosion: If the timing is right, the mixture will not explode. Instead, it will implode with a silent flash, collapsing in on itself and instantly crystallizing into a superheated, semi-liquid slag. The single point of silver light (the trapped star dust and shard essence) will be visible within.
  6. Casting: The crafter must immediately pour this molten crystal slag into the Perfect Obsidian Lens Blank. The slag will fuse with the obsidian, transforming it into the opaque, solid shadow-lens. This must cool for one full hour.
  7. Setting: Once cooled, the lens is removed from the blank. The crafter must then make a final Alchemy or Jeweler’s Tools check to set the paradoxical lens into the non-reflective metal frame without it shattering.

On a success, the Twilight Oculus 337 is complete. A failure on either check results in the materials being destroyed.

Eye Stone of Opposite Seeing

It is written, but badly, from the Before-Time.

Once, there was a man whose head was heavy with scrolls. He was called [Name Unreadable], the Alchemist. His desire was great for the Elixir of Clarity, that he might see the magical bones of the world. He gathered the Celestial Arrowroot, which is a star-plant, and the water of the high moon.

In that same city, there lived a woman of soft foot. Her trade was the taking of things in shadow. She desired the Shadow Veil Potion, to make her walk unseen. She found the Abyssal Shard, which is a piece of [Meaning Obscure: Bad Nothing], and the essence of ghosts.

They did not know one another. Their fates were not tied.

The man of scrolls worked in his high tower, near the sky. He boiled the moon-water. The woman of soft foot worked in her cellar, near the earth. She mixed the ghost-drop.

A summons came. The Lord of the city, a man of great suspicion, called for both liquids. He had heard of these potions. He wished to see the truth of his court, and also to hide from his enemies. He did not know these were two, not one.

The man of scrolls and the woman of soft foot arrived at the Lord’s tower. They were brought to the high room. The Lord was there, on his big chair. “Show me,” said the Lord. The man of scrolls held up his vial. It shined like a star. The woman of soft foot held up her vial. It was black like a hole.

The Lord, who was not wise, became angry. “You have failed! I asked for one potion to see and to hide. You bring me two! You are fools.” He struck the table with his hand. His power was great. The vials jumped. They flew from the hands of the alchemist and the thief. They flew in the air and met. Clash. The glass broke. The liquids touched.

There was no sound. This is wrong. There was a sound, but it was inside. It was, as the text says, an implosion. The light of the Clarity Elixir rushed to eat the dark of the Veil Potion. The dark rushed to swallow the light. For one moment, there was a war. Then, all energy folded inward. The liquids were gone. On the floor, where the sun-patch and the shadow-line did meet, was an object.

It was not a liquid. It was a lens. A perfect circle of solid shadow, held in a new frame of metal that was dark and did not shine. The Lord’s guard, a brave man, touched it. “It is cold,” he said. The Lord, a greedy man, picked it up. “It is mine.”

He held it to his eye. “I see… nothing. It is black. You have failed and made a useless stone.” He threw it to the stone floor. It did not break. The woman of soft foot, the thief, crept. She took the stone. She held it to her eye. She whispered, “Lord. Your guard behind you. His knife is poison.”

The Lord turned. The guard was moving. The Lord shouted. The other guards seized the poison-guard. The Lord said, “How? The stone is black.” The thief said, “When I looked through, it was clear. And I saw the [Meaning Obscure: Aura] of his intent. The poison on the blade shined like green fire to my sight.”

The Lord was pleased. “This is the Seeing part. Good. Now, the Hiding part.” He held the stone to his eye. “I still see. It does not hide me.” The man of scrolls, the alchemist, who was wise, said, “Perhaps it must be… told.” He took the stone. He held it to his eye. He thought, “Hide me.” And, as the scroll tells, he was not. The Lord looked. The alchemist was gone. The Lord shouted, “Witchcraft!” The alchemist spoke. His voice came from the air. “I am here. The lens is active. I am unseen.”

The Lord was very, very happy. He had his item. He took the Twilight Oculus 337. (This number is a later addition by a [Occupation: Cataloger]). He put the man of scrolls and the woman of soft foot in a prison, lest they speak of its making.

For many years, the Lord was powerful. He used the Clarity-Sight to see the hearts of his council. He saw their plots. He saw their magical messages. He used the Shadow-Veil to walk his own halls. He stood in corners, invisible. He listened to his people. He saw all truth. He hid from all danger.

But the stone was two things. The seeing and the hiding. They were at war, always. When he used the Clarity-Sight, the stone showed him too much. He saw the truth that his wife did not love him. He saw that his son thought him a fool. He saw the hatred in the eyes of his servants. This made his heart heavy, and his [Organ: Liver] full of black bile. He became suspicious.

When he used the Shadow-Veil, the stone made him too hidden. He spent more time as an invisible shadow than as a man. He trusted no one. He lived in the cold space between walls, listening. He became a ghost. He forgot the sun.

One day, his son, who was not a fool, entered the throne room. The Lord was hiding, invisible, watching. The son stood by the empty chair. He said, “Father, I know you are here. Your [Body Part: Foot]-dust is on the carpet. You have seen all our truths, but you have hidden from your own. You are a king of shadows, and you are king of nothing.” The Lord, in his invisibility, drew his sword. His anger was a fire. He stepped to strike his son. But he had been hidden so long, the light of the sun-patch from the window was a shock. He used the lens, but he was confused. The Clarity-Sight showed him his son’s sadness. The Shadow-Veil tried to hide him. The lens flashed. The Lord was blinded by the two-minds of the stone. He stumbled. He fell from his own high window, and his story ended. The stone was taken by the son, who was now Lord. He looked at it once, and saw the truth of his father’s madness, and the shadow of his own guilt. He cast it into the sea, where it was lost, until it was found.

Moral: The eye that sees all truth, and the shadow that hides from all consequence, cannot exist in the same head. Seeing everything is a burden. To hide from everything is a weakness.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

The Paradox Lens

This disturbing artifact appears as a simple, dark-metal monocle with an opaque black lens. It is unnervingly cold to the touch. The lens is rumored to be the crystallized result of a failed ritual, fusing the essence of a star-gazer’s sacred elixir with the abyssal fluid of a shadow-dweller.

Game Mechanics: The Paradox Lens must be held up to the eye to be used.

  • Abyssal Sight: The wearer may, at will, look through the lens. The opaque lens becomes clear, and they can see perfectly in complete, non-magical darkness.
  • Clarity of the Veil: Once per day, the wearer can activate the lens’s true sight. For 10 minutes, they gain a bonus die (roll two d10s for the tens digit, keep the better) on all Spot Hidden and Occult rolls. They can clearly perceive residues of powerful magic or psychic impressions. Using this ability costs 0/1d2 Sanity points.
  • Shadow-Step: Once per day, the wearer may activate the lens to become invisible for 1 minute or until they interact with an object or person. This unnatural concealment is jarring to the human mind and costs 1/1d4 Sanity points to use.
  • Lightbane Ward (Passive): The lens draws in light. The wearer gains a bonus die on any roll to resist the effects of blinding flashes or dazzling light-based magic.

Blades in the Dark

The Oculus of Two Truths (Arcane Implement)

A strange, perfectly-balanced monocle of blackened iron. The lens is solid shadow, yet whispers say it reveals what is hidden while simultaneously veiling its master. It was supposedly forged in an impossible alchemical implosion.

Game Mechanics: When you create your character, this item can be chosen as a special arcane implement or acquired as the result of a score. It is a [Rare] item.

When you use the Oculus of Two Truths, you can push yourself for 1 Stress to activate one of its two primary abilities:

  • Activate Clarity: You gain great effect on your next Survey or Study action as you perceive the hidden magical and emotional currents in your environment. For the rest of the scene, you can see clearly in pitch darkness.
  • Activate Veil: You gain great effect on your next Prowl action, becoming supernaturally silent and cloaked in shadow. If you stand perfectly still in shadow, you are invisible.

Passive:

  • Lightbane: You have potency (take +1d) when you Resist the consequences of blinding light, flash bombs, or light-based magic.

Dungeons & Dragons (2024)

Twilight Oculus Wondrous Item, Rare (Requires Attunement)

This item is a single, perfectly round lens of solidified shadow held in a simple, non-reflective metal frame. The lens itself is opaque black. While wearing the lens over your eye, it is supernaturally clear to you, and you gain the following benefits:

  • Umbral Acuity. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
  • Lightbane Ward. You have Advantage on saving throws against any effect that would blind you.

Spells. This lens has 3 charges. It regains 1d3 expended charges daily at dusk. You can use an action to expend 1 or more of its charges to cast one of the following spells from it: See Invisibility (1 charge) or Invisibility (2 charges).


Knave (Second Edition)

Twilight Oculus 1 Slot, Worn (Eye), 500c

A lens of solid, opaque shadow in a dark iron frame. When worn, the lens is perfectly clear to you.

  • Passive: You can see perfectly in darkness (up to 60 ft). You have an advantage on saves vs. blinding light.
  • Active: Once per day, you may activate the lens to either:
    1. Clarity: For 10 minutes, you can see all magical auras, illusions, and invisible things.
    2. Veil: For 1 minute, you become invisible.

Fate (Core System / Condensed)

The Paradox Lens (Wondrous Item, Extra)

This item is an Extra, which costs one point of Refresh to take. It grants the character the following permission and two stunts.

Permission: You can see in total darkness as if it were daylight. Mundane or magical bright light does not bother you.

Aspect: A Lens of Warring Magics (This can be invoked or compelled).

Stunts:

  • Clarity of the Veil: Once per scene, you may spend a Fate Point to activate the lens’s true sight. For the rest of the scene, you gain a +2 to all Notice rolls made to Create an Advantage when perceiving magical phenomena, illusions, or invisible beings.
  • Abyssal Veil: Once per scene, you can spend a Fate Point to become Invisible for a short time. This creates a new situation Aspect, Cloaked in Shadow, with one (1) free invocation you can use on a Stealth roll. The Aspect vanishes after you use the invocation or at the end of the scene, whichever comes first.

Numenera & Cypher System

Abyssal Lens Level: 6 Form: A dark, non-reflective metal monocle holding an opaque black lens. Effect: When worn, the lens becomes clear to the wearer. The wearer is immune to being dazzled or blinded by light-based effects. The lens has two active abilities.

  1. Clarity: As an action, the wearer activates the lens’s sight. For one hour, the wearer is trained in all tasks involving perception to spot illusions, invisible things, or magical/transdimensional energy.
  2. Veil: As an action, the wearer activates the lens’s shadow. The wearer becomes invisible for 10 minutes or until they make an attack. Depletion: 1 in 1d20 (When the wearer uses either the Clarity or Veil ability, roll a d20. On a 1, the lens cracks and loses all its properties).

Pathfinder (2nd Edition)

Twilight Oculus Item 7 Traits: Invested, Magical, Divination, Illusion, Shadow Price: 300 gp Usage: worn eyepatch; Bulk

When you invest this dark, non-reflective metal monocle, its opaque black lens becomes clear to you. While wearing it, you gain the following benefits:

  • You gain darkvision.
  • You gain a +1 item bonus to saving throws against effects that would make you Dazzled or Blinded.

Activate [two-actions] (command, interact); Frequency once per day; Effect You activate the lens’s true sight, gaining the effects of a 2nd-level see invisibility spell for 10 minutes.

Activate [two-actions] (command, interact); Frequency once per day; Effect You activate the lens’s veiling power, gaining the effects of a 2nd-level invisibility spell for 1 minute or until you use a hostile action.


Savage Worlds (Adventure Edition)

Oculus of Paradox Wondrous Item (Arcane Device) Power Points: 10 Recharge: 5 PP per 24 hours

This dark monocle has an opaque black lens that is perfectly clear to the wearer.

Powers:

  • Invisibility (3 PP)
  • Detect Arcana (4 PP; the cost is modified to provide a 10-minute duration)

Passive Abilities:

  • Low Light Vision: The wearer ignores penalties for Dim and Dark illumination.
  • Lightbane: The wearer is immune to the Dazzled condition caused by light sources.

Shadowrun (6th Edition)

Paradox Lens (Optical Foci) This device appears as an antique monocle made of a dull, non-reflective alloy. The lens is a disc of opaque, solidified shadow, yet it offers perfect clarity to the wearer. It is a rare and powerful Qabbalistic Foci, blending thaumaturgy and illusion.

Rating: 4 Availability: 18F Cost: 120,000 ¥ Game Mechanics:

  • Passive (Vision): The lens functions as a high-end optical device, granting the wearer Low-Light Vision and Flare Compensation.
  • Passive (Ward): The wearer gains +2 dice to all resistance tests against light-based spells or effects that would inflict the Blinded condition.
  • Active (Clarity): (Simple Action) A user with the Assensing skill may activate the lens to perceive the astral plane, as if they were Dual-Natured. This perception lasts as long as the user concentrates.
  • Active (Veil): The lens functions as a Rating 4 Spell Foci, but it may only be used to sustain the Invisibility (Physical) spell.

Starfinder

Abyssal Seer’s Lens Level: 8 Price: 9,500 credits Slot: Eyes Bulk: L

Description: This monocle of dark, non-reflective alloy features an opaque black lens that becomes clear to the wearer. It is a powerful hybrid item, fusing divination magic with abyssal shadow essence.

Game Mechanics:

  • Passive: The wearer gains darkvision 60 ft. and is immune to the Dazzled condition.
  • Active (At Will): The wearer can use detect magic as a spell-like ability at will.
  • Active (1/day): As a standard action, the wearer can activate the lens to gain the effects of see invisibility for 10 minutes.
  • Active (1/day): As a standard action, the wearer can activate the lens to gain the effects of invisibility (as the spell) for 1 minute or until they take a hostile action.

Traveller (Mongoose 2e)

“Twilight” Multi-Spectrum Monocle (TL-14) This device is an extremely rare piece of high technology, rumored to be salvaged from a lost expedition or perhaps of non-human origin. It functions as an advanced sensor suite and a personal cloaking device, powered by a rare, self-charging energy cell.

TL: 14 Cost: Cr 1,200,000 Mass:Game Mechanics:

  • Passive: The monocle provides the benefits of both Low-Light vision and Light-Reacting lenses (DM+2 on all sight-based Perception checks in dim or dark light, immune to blinding flashes).
  • Active (Clarity): (As an action) The user can activate the “Clarity” sensor suite. For one scene, the user gains DM+3 on checks to detect energy fields, hidden transmitters, active psionics, or technological cloaking fields (like chameleon suits) within 100m.
  • Active (Veil): (As an action) The user can activate the “Veil” stealth generator once per day. For 1 minute, the user becomes effectively invisible to both sight and standard sensors (inflicting DM-4 on all attempts to detect the user). Firing a weapon or taking a strenuous action immediately drops the field.

Warhammer Fantasy Roleplay (4th Edition)

The Eye of Uhl Encumbrance: 0 Availability: Unique Description: A simple, dark iron monocle with a lens of solid, unmoving shadow. Those who wear it see the world clearly, but the world sees them differently. It is believed to be a cursed gift from Uhl, the God of Shadow.

Game Mechanics:

  • Passive: The wearer gains the Night Vision Talent and is immune to the Blinded Condition (though not the damage) from bright lights or flashes.
  • Active (Clarity): As an action, the wearer may activate the lens. For 1 minute, they gain the Magical Sense Talent. However, the chaotic sights of the Aethyr are overwhelming. The user must make a Challenging (+0) Cool Test or gain 1 Stunned Condition.
  • Active (Veil): Once per day, as an action, the wearer may whisper a prayer to Uhl to gain the effects of the Shadowstep (Lore of Shadow) spell, even if they are not a wizard. They become invisible and may immediately move to any shadow within their line of sight.
  • Curse: This item is a paradox of light and shadow. The wearer feels constantly watched. When they roll a Critical Fumble (a Fumble) on any Stealth Test, they also attract the unwanted attention of a minor shadow-daemon or other malign entity.