Amulet 814 of the Eclipsed Prism

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Lore

  • In the hidden chronicles of Saṃsāra, the creation of the Amulet 814 of the Eclipsed Prism is recorded as a masterwork of contradictory forces, forged by a gestalt of four Tier 4 avatars who sought to perfectly balance the crushing weight of absolute isolation with the profound warmth of unconditional empathy.
  • The physical merging process required the intentional sacrifice of four distinct Tier 1 artifacts: a single Light of Solace, a fragile Pysanka 738 of Crystalweave Prism, and two identical manifestations of the Hexe 358 of Absence.
  • The inclusion of two Hexes of Absence was a calculated risk by the artificers, designed to create a compounded void so dense that it threatened to unravel the physical structure of the resulting item.
  • To prevent this total collapse into nothingness, the crystalline structure of the Pysanka was utilized as a stabilizing lattice, refracting the doubled void-magic through a prism of solid quartz.
  • The Light of Solace was then poured into the very center of this empty crystalline cage, anchoring the endless absence with an eternal, undying spark of hope and emotional warmth.
  • This singular physical object was utilized by elite scouts and empathic healers who needed to traverse the most dangerous, highly populated metropolises and floating cities of the 73 island nations without drawing the attention of malevolent factions or dark magic practitioners.
  • Because avatars belonging to a Tier 4 character can share their thoughts and senses with no distance restrictions within a single plane of existence, the creators used this amulet to broadcast localized feelings of peace and absolute unnoticeability across their entire gestalt network simultaneously.
  • The legend of the Amulet 814 concludes with the disappearance of its original creators, who reportedly slipped so far into the compounded absence that they erased their own historical records from the world, leaving behind only this artifact as proof of their existence.

Description

  • The Amulet 814 of the Eclipsed Prism exists as a single, unified physical object, having completely absorbed the distinct shapes of the pendant, the cloak clasps, and the hollow quail egg into one integrated form.
  • It manifests as a heavy, smooth gemstone roughly the size of a plum, suspended on a chain of woven silver and crystal thread that sits flush against the collarbone.
  • The core of the gemstone is carved from pure obsidian that unnaturally absorbs all ambient light, representing the doubled concentration of the void.
  • Encasing this dark core is a protective, faceted shell of translucent quartz, etched with ancient runes of aversion, interlocking crystal lattices, and wax-resist starburst patterns dyed in pale gold and soft rose.
  • Deep within the light-devouring obsidian core, a brilliant, warm golden spark of light pulses in rhythm with the wearer’s heartbeat, occasionally fracturing outward to catch the edges of the quartz shell and create tiny, fleeting rainbows.
  • The item emits a complex sensory profile: it smells faintly of falling leaves in an empty room mixed with the comforting scent of fresh rain, and it constantly vibrates with a gentle hum that actively mutes all other sounds made by the wearer’s movements.
  • When touched, the amulet feels simultaneously like ice-cold glass and a sun-warmed stone, perfectly embodying its conflicting magical heritage.

Stats

  • Tier Requirement: 4
  • Magic Attack: +4
  • Magic Defense: +8 against detection spells, scrying, and energy-based magical attacks.
  • Physical Defense: +4
  • Armor Class Modifier: +4 (Subject to environmental multiplication in designated safe areas or reduction in unsafe and deathly areas).
  • Durability: 180 hit points. Resistant to magical energy damage but vulnerable to sustained, heavy physical blunt force.
  • Market Value Equivalency: Highly variable, though generally appraised in the range of 40 to 60 Platinum due to the extreme rarity of doubly compounded void magic merged with crystalline healing.

Skills Gained While Openly Worn

  • Stealth +4
  • Empathy +4
  • Sleight of Hand +4
  • Perception +4
  • Arcana +4

Tags

  • Worn Item, Artifact, Cursed, Enchanted, Absence, Light Magic, Healing, Crystalize Focus, Prismatic, Stealth, Emotional Support, Refraction, Void, Illusion, Resilience, Sanctuary, Obfuscation, Symbiosis, Empathy, Solitude, Deflection, Relic, Gestalt

Multiple Passive Magics

  • Compounded Aura of the Unseen Prism: The merging of two Hexes of Absence creates an overwhelming field of neglect around the wearer. The avatar becomes entirely unnoticeable to any creature or NPC of Tier 3 or lower, effectively rendering the wearer invisible to casual observation and immune to standard tracking. This aura also muffles the sound of the wearer’s footsteps and breathing entirely.
  • Refractive Solace: The Pysanka’s crystal lattice and the Light of Solace work in tandem to intercept and refract incoming hostility. The wearer gains a permanent +4 bonus to their defense against all energy-based attacks (such as fire or concentrated light), while simultaneously projecting a 15-foot aura of deep emotional serenity that grants allies a +4 bonus to saving throws against fear, despair, and magical intimidation.
  • Stabilized Void Circuitry: The item perfectly regulates the flow of the wearer’s magical energy. It reduces the chance of magical overloads or spell mishaps by 40% when the avatar casts spells related to stealth, illusion, or healing. Furthermore, any psychic or emotional damage directed at the wearer is absorbed by the obsidian core and converted into a harmless, muted chime sound.

Multiple Active Magics

  • Eclipsed Shatter (2 uses per in-game day): The wearer forcefully channels their magical intent into the amulet, causing a projected, spectral copy of the quartz shell to explode outward in a 30-foot cone. All hostile creatures within the area take 4d6 piercing force damage from the flying prismatic shards. Because the shards are laced with the magic of absence, any creature struck by this attack must pass a high-difficulty willpower save or instantly forget the events of the last five minutes, losing all memory of the avatar’s presence and ceasing their hostility.
  • Balm of the Forgotten (1 use per in-game day): The wearer traces the starburst glyphs on the quartz shell, releasing a dense, shimmering mist of iridescent light and absolute silence that blankets a 40-foot radius. For one hour, allies within this mist are completely hidden from all magical and physical detection from entities outside the radius. During this time, the warm golden light of the core washes over the allies, restoring 40 hit points to each avatar present. As avatars gain nothing from a short rest in the world of Saṃsāra, this active magic serves as a critical method of mid-travel recovery without requiring a full day’s long rest.
  • Prism Veil of Neglect (3 uses per in-game day): As a reaction to being targeted by an attack or spell, the wearer activates the inner void of the amulet. The wearer’s physical form briefly phases into a state of crystalline absence for 10 seconds. During this window, the incoming attack passes harmlessly through the wearer’s space, and 4 points of the deflected energy damage are mathematically refracted directly back at the original attacker.

Specific Slot

  • Neck (Worn Item)
  • The Amulet 814 of the Eclipsed Prism possesses a structural durability of exactly 180 hit points that must be entirely depleted to disable its magical properties.
  • To deplete these hit points, an aggressor must specifically declare the physical amulet as the explicit target of their attack, completely bypassing the health point pool of the avatar wearing it.
  • The item utilizes an armor class that is heavily modified by the specific environmental safety level of the area in which the attack occurs.
  • In a designated safe area, the armor class protecting the amulet is tripled, making it exceptionally difficult to strike precisely.
  • In a somewhat safe area, the armor class protecting the item is doubled.
  • In a normal area, the armor class remains at its standard calculated value.
  • In an unsafe area, the armor class of the amulet is cut in half, leaving the item highly vulnerable.
  • In a deathly area, the armor class is cut completely, meaning every targeted attack aimed at the amulet will automatically hit and reduce its 180 hit points.
  • When the amulet sustains damage that reduces its hit points to zero, the physical structure of the item does not shatter into its original constituent parts, as merged items are bound as a single physical object permanently.
  • Upon reaching zero hit points, the obsidian core dims, the quartz shell ceases its refraction, and all passive magics, active magics, and skill modifiers instantly become inert and inaccessible.
  • Avatars gain nothing from a short rest, meaning that no hit points can be restored to the disabled amulet during brief pauses in travel or combat.
  • Repairing the amulet requires the avatar to dedicate an uninterrupted long rest strictly to mending the physical and magical housing of the artifact.
  • The repair process demands a magical conduit to focus the power of thought, alongside physical materials matching the item’s original crafting requirements, specifically requiring obsidian dust, clear quartz fragments, silverbark fibers, elemental earth essence, and moonwater.
  • During the long rest, the avatar must roll their tier die, and the value rolled is added directly to the amulet’s hit point pool.
  • Recovering the item’s hit points is a gradual process that continues even on days when players are not engaged in real-life sessions.
  • Between sessions, the average value of the tier die is calculated and applied per in-world day to determine the ongoing hit point recovery of the amulet.
  • An avatar may also expend their stored mana boost points to accelerate the repair, channeling the straight damage of silver fire spell power directly into the amulet’s fractured magical pathways to fuse them back together rather than using it to harm a foe.
  • Alternatively, the avatar can seek out a specialized Tier 4 or Tier 5 artisan within an industrial metropolis or crystal cavern market to perform the repairs.
  • Commissioning an artisan requires the expenditure of Platinum, the standard currency for Tier 4 items, to cover the cost of the rare void and light materials needed to restabilize the compounded absence within the crystal lattice.
  • The amulet’s magical abilities remain completely unusable until the item’s hit points are fully restored to the maximum value of 180 through this gradual or commissioned repair process.

Methods of Obtaining the Artifact

  • Acquiring the Amulet 814 of the Eclipsed Prism requires navigating the highest echelons of danger and commerce within the world, as it is a Tier 4 merged physical object.
  • An avatar may obtain this amulet by defeating a Tier 4 or Tier 5 adversary who actively wears it, claiming the artifact from the crystal that is left behind after the defeated possessed foe vaporizes into a cloud of sparks.
  • A character can commission a highly skilled gestalt of Tier 4 artificers to perform the complex physical and magical merging process, which requires providing the four original constituent Tier 1 items alongside the necessary rare flux materials like Abysium and elemental essences.
  • The amulet might be discovered deep within forgotten ruins located in deathly areas, where the armor class of all explorers is cut completely, requiring the party to bypass archaic, high-tier magical wards and guardians that have remained untouched for millennia.
  • Obtaining the item through commerce is possible only in exclusive, highly specialized markets that cater to elite avatars, as common merchants lack the security and capital to trade in items of such profound magical density.

Types of Shops, Transactions, and Costs

The Ethereal Vaults of Korynth Isle

  • These elite sanctuaries are located on the uppermost floors of towering skyscrapers within the most densely populated industrial metropolises.
  • Accessing these vaults requires navigating steam-powered elevators and bypassing magical circuit security grids designed to detect the magical flow of high-tier avatars.
  • Transactions are conducted in soundproofed, lead-lined rooms to prevent the item’s compounded aura of absence from leaking into the surrounding city blocks.
  • Purchasing the amulet involves the direct exchange of physical Platinum coins or minted Platinum bars, which are authenticated using handheld magical lenses that detect impurities.
  • Selling the amulet requires the avatar to prove its functionality by activating the Eclipsed Shatter or Balm of the Forgotten within a reinforced, cold iron testing chamber.
  • Buying the amulet in these vaults costs between 55 and 70 Platinum, reflecting the extreme overhead of skyscraper security and the high demand for stealth artifacts among urban guilds.
  • Selling the amulet yields between 35 and 45 Platinum, as the vault administrators must factor in their own profit margins and the inherent risks of storing an item that actively tries to erase itself from existence.

Submerged Prism Ateliers

  • Situated in the bioluminescent depths of underwater population centers like Thaloryn, these workshops are maintained by aquatic crystalizers and deep-sea empathic healers.
  • The ateliers are protected from the crushing ocean depths by massive domes of elemental water magic, and the interiors are lit by refracted light passing through giant quartz formations.
  • Transactions are negotiated using telepathy or specialized underwater communication magics, as spoken words are easily distorted by the dense aquatic environment.
  • Buyers must present Platinum in the form of heavy, pressure-resistant ingots, while bartering with high-tier deep-sea salvage can sometimes offset the monetary cost.
  • Sellers are expected to demonstrate the item’s refractive capabilities by using the Prism Veil of Neglect to deflect a controlled burst of thermal vent heat.
  • Buying the amulet costs between 45 and 55 Platinum, as the local abundance of crystal crafting knowledge and raw quartz slightly reduces the premium on the Pysanka’s stabilizing lattice.
  • Selling the amulet yields between 30 and 40 Platinum, due to the specialized nature of the local market and the continuous availability of competing crystalline defensive gear.

Shadow-Bazaars of the Obsidian Hollow

  • These subterranean markets operate within the labyrinthine tunnels of massive cave megacities, serving avatars who specialize in the shadow arts, infiltration, and the manipulation of the void.
  • The bazaars are mobile, shifting locations on steam-powered carts drawn by blind cave-beasts to avoid detection by rival factions and subterranean authorities.
  • Purchasing involves intense, high-stakes haggling in near-total darkness, relying heavily on the buyer’s ability to sense magical resonance without visual confirmation.
  • Selling the artifact is dangerous; the seller must carefully modulate the amulet’s aura of absence to prove its authenticity without accidentally causing the buyers to forget the transaction is taking place.
  • Buying the amulet costs between 60 and 80 Platinum, driven by the intense desperation of subterranean scouts who rely on absolute unnoticeability to survive in monster-infested tunnels.
  • Selling the amulet yields between 45 and 55 Platinum, as the shadow-brokers are highly motivated to acquire artifacts that perfectly align with their clientele’s preference for stealth and misdirection.

Sky-Harbor Emporiums

  • These high-altitude trading hubs are tethered to the docks of floating cities and serve the captains of wind-levitation airships, zeppelins, and griffon-riders.
  • The emporiums feature open-air decks with mechanical power transmission systems that constantly rotate displays of high-tier artifacts under the direct light of the sun and stars.
  • Transactions require the buyer to present letters of introduction from recognized airship guilds or sky-pirate syndicates before any Platinum is allowed to change hands.
  • Sellers must allow a gestalt of sky-merchants to physically inspect the obsidian core and quartz shell, ensuring the void magic has not compromised the physical integrity of the crystalline lattice.
  • Buying the amulet costs between 65 and 75 Platinum, inflated by the extreme logistical expenses of high-altitude transport and the constant threat of aerial monster attacks.
  • Selling the amulet yields between 40 and 50 Platinum, as the merchants must ensure they have enough capital remaining to fuel their steam engines and maintain their levitation magics.

Roleplay in Different Environments for Defense and Offense

  • Urban Megacities and Industrial Skyscrapers
    • Defensive roleplay in the sprawling, steam-powered metropolises relies heavily on the Compounded Aura of the Unseen Prism. The avatar can walk directly through heavily guarded factory gates or steam-conveyor checkpoints, completely unnoticed by corporate enforcers or rival guild guards of Tier 3 or lower. The aura entirely muffles the sound of footsteps and breathing, allowing for perfect infiltration without the need for mundane hiding spots.
    • If cornered by a high-tier threat in a narrow alleyway, activating Balm of the Forgotten fills a 40-foot radius with a shimmering, silent mist that completely hides the party from magical and physical detection. Because avatars gain nothing from a short rest, the 40 hit points restored to each ally within the mist provides critical mid-escape recovery while the warm golden light of the core washes away urban panic.
    • Offensive maneuvers utilize Eclipsed Shatter to breach high-security penthouses. The 30-foot cone of prismatic shards deals heavy piercing force damage to the guards, while the void magic forces the survivors to forget the past five minutes. This allows the avatar to launch a devastating first strike and then simply walk past the dazed, memory-wiped survivors without raising a city-wide alarm.
    • When targeted by snipers utilizing alchemical firearms from distant rooftops, the Prism Veil of Neglect can be triggered as a reaction. The avatar phases into crystalline absence for 10 seconds, causing the projectile to pass harmlessly through their space while mathematically refracting 4 points of the energy damage directly back at the hidden shooter.
  • Dark Cave Systems and Subterranean Labyrinths
    • Defending within pitch-black, magically dense cave systems like the Obsidian Hollow leverages the Stabilized Void Circuitry. When subjected to the psychic assaults of deep-dwelling horrors that prey on the mind, the amulet absorbs the mental damage and converts it into a harmless, muted chime, leaving the avatar’s sanity perfectly intact.
    • The 15-foot aura of deep emotional serenity projected by Refractive Solace is vital in these claustrophobic environments, granting allies a permanent +4 bonus to saving throws against the despair and fear generated by the absolute darkness and isolation of the subterranean world.
    • Offensive actions in the caves turn the environment against subterranean predators. When ambushed by a swarm of blind cave-beasts, the avatar can trigger Prism Veil of Neglect just as a creature lunges, causing the beast to crash harmlessly into the cavern wall while deflecting energy damage back into its hide.
    • Eclipsed Shatter serves as immense crowd control in enclosed tunnels. The explosive blast of flying prismatic shards shreds the bodies of light-sensitive monsters, and the memory-wiping effect completely erases their predatory instincts and territorial aggression, allowing the avatar to clear a path without a prolonged engagement.
  • Underwater Population Centers and Abyssal Trenches
    • Defense in the crushing depths of bioluminescent coral cities utilizes Refractive Solace to intercept the boiling energy of thermal vent eruptions or the magical light-bursts of rival aquamancers. The permanent +4 defense against energy-based attacks ensures the avatar can swim through dangerous geothermal zones unscathed.
    • The emotional serenity aura prevents the crushing pressure and isolation of the deep ocean from breaking the party’s morale, while the Compounded Aura ensures that massive, predatory leviathans of Tier 3 or lower simply do not register the avatar’s existence as they swim past.
    • Offensively, activating Balm of the Forgotten underwater creates a dense, iridescent cloud that mixes seamlessly with the ocean currents. This allows the avatar and their allies to mount a coordinated, undetectable counter-attack on a pirate submarine or rival merfolk faction, as the silent nature of the magic ensures no sonar or water-displacement tracking can locate them.
    • Because Tier 4 avatars can share their thoughts and senses with no distance restrictions within a single plane, the wearer can broadcast the exact location of targets struck by Eclipsed Shatter to their entire gestalt network, coordinating a multi-pronged assault while the enemies are suffering from forced memory loss and confusion.
  • Floating Cities and High-Altitude Airships
    • Defensive tactics high above the 73 island nations benefit from the emotional serenity of Refractive Solace, which grants allies a +4 bonus to saving throws against the sheer terror of falling or the magical intimidation of ruthless sky-pirate captains.
    • If targeted by a zeppelin’s heavy elemental-fire cannons, the wearer can activate Prism Veil of Neglect to phase out of reality for 10 seconds, letting the massive blast pass entirely through them and reflecting a portion of the elemental fire back at the enemy airship’s highly flammable balloon envelope.
    • For offense, during a boarding action against a rival wind-levitation vessel, the avatar can use Eclipsed Shatter to violently clear the upper deck. The blast of flying prismatic shards inflicts severe piercing force damage, and the memory-wiping effect leaves the surviving crew completely confused about who boarded their ship or why their defenses are failing, allowing the avatar to effortlessly seize the helm.
    • If the boarding party sustains heavy damage from the airship’s defenders, the avatar can drop Balm of the Forgotten on the deck. The silent, shimmering mist hides the boarding party from the airship’s snipers while rapidly restoring 40 hit points to each ally, turning the tide of the aerial battle without relying on long rests or retreating.

Perception of Activation:

User’s Perspective

  • Sight: Upon activation, the obsidian core of the amulet expands within the wearer’s peripheral vision, actively devouring ambient light and casting a shadow over the immediate surroundings. Simultaneously, the warm golden spark at the center of the core flares brilliantly, pushing through the translucent quartz shell to project fleeting, interlocking crystal lattices and starburst patterns in hues of pale gold and soft rose across the environment.
  • Sound: The ambient noise of the world is instantly and aggressively muted, replaced by a profound, heavy vacuum of silence. Beneath this unnatural quiet, the wearer hears a gentle, constant hum vibrating directly into their jawbone and collarbone. When energy is refracted or psychic damage is absorbed, a distinct, muted crystalline chime rings out clearly within the wearer’s own mind.
  • Touch: The amulet rests heavily against the skin, presenting a harsh physical paradox. The outer faceted quartz shell feels like ice-cold glass, sending a chilling numbness down the chest, while the obsidian core radiates the deep, continuous heat of a sun-warmed stone. A wave of localized numbness washes over the wearer’s limbs, making their physical body feel weightless and detached.
  • Smell: All local environmental odors are instantly scrubbed from the wearer’s nasal passages. They are replaced by the distinct, melancholy scent of dry, falling leaves in an abandoned, empty room, which is then immediately followed and balanced by the crisp, cleansing aroma of fresh rain striking dry earth.
  • Taste: A flat, metallic taste of ozone and void coats the tongue, creating a sensation of profound emptiness. This harshness is quickly chased by a subtle, comforting sweetness reminiscent of warm honey and herbal nectar that lingers on the palate.
  • Extra-Sensory Perceptions: The wearer experiences a massive psychological shift, feeling a total detachment from the physical world that creates an absolute emotional void. Paradoxically, this void is filled with an unshakable, warm serenity derived from the Light of Solace. The avatar instantly senses the exact positioning and sensory input of their other Tier 4 gestalt bodies across the plane, sharing a unified, silent peace. Hostile intent from enemies is felt simply sliding off the wearer’s consciousness like water shedding off glass.

Observer’s Perspective

  • Sight: The physical form of the wearer seems to immediately desaturate, losing color and blurring at the edges as if viewed through a flawed, smudged lens. During the activation of Eclipsed Shatter, a sudden, blinding 30-foot cone of prismatic light explodes from the wearer’s chest, leaving behind a lingering, shimmering iridescent mist that actively obscures vision and bends light.
  • Sound: All sounds produced by the wearer, including their voice, the shifting of their gear, their footsteps, and their breathing, are completely swallowed by an unnatural pocket of dead air. Observers standing nearby hear nothing of the wearer’s movements, perceiving only a faint, distant chiming sound that seems to originate from nowhere and everywhere at once.
  • Touch: A sudden, chilling drop in ambient temperature occurs in the immediate vicinity of the wearer. The air feels abruptly thin, empty, and difficult to breathe, yet this chilling void is accompanied by a bizarre, comforting warmth that brushes against the observer’s skin like a physical, heavy blanket.
  • Smell: The natural scent of the observer’s own environment fades rapidly, replaced abruptly by the musty smell of an ancient, sealed room and the sharp, clean tang of a sudden rainstorm.
  • Taste: The air tastes stale and completely devoid of moisture, leaving a dry, chalky residue on the observer’s tongue that makes swallowing and speaking temporarily difficult.
  • Extra-Sensory Perceptions: Observers of Tier 3 or lower experience an overwhelming, innate physiological desire to look away from the wearer and completely forget their existence. Hostile observers struck by the active magics feel their short-term memories forcefully and painlessly erased, leaving them highly confused, disoriented, and pacified by a sudden, unearned feeling of profound emotional comfort and safety.

Positives

  • Grants the wearer unparalleled infiltration and evasion capabilities by actively erasing their physical presence and immediate actions from the minds and senses of lower-tier entities.
  • Provides instantaneous, massive emotional stabilization, completely negating fear, panic, manipulation, and despair for both the wearer and any allies caught within the protective aura.
  • Turns incoming hostility into a definitive advantage through refraction, automatically punishing attackers with their own deflected energy while keeping the wearer physically safe from the blast.
  • Offers a highly critical method of restoring a massive amount of hit points to multiple allies mid-travel through the Balm of the Forgotten, which is vital since avatars gain nothing from a short rest.
  • Ensures absolute psychological protection by converting psychic assaults into harmless auditory chimes, preserving the wearer’s sanity in the most hostile environments.

Negatives

  • The intense, dual nature of the void and light magic can cause severe psychological dissociation, making it exceedingly difficult for the wearer to anchor themselves to reality, maintain standard social connections, or interact normally with NPCs.
  • The absolute silence and total unnoticeability make coordinating tactical strikes or communicating with allies highly difficult if those allies are not directly integrated into the wearer’s Tier 4 telepathic gestalt mind.
  • The memory-wiping effects of the Eclipsed Shatter do not discriminate between friend and foe, potentially erasing crucial short-term information, tactical plans, or recent diplomatic agreements if allies are accidentally caught in the blast radius.
  • The overwhelming physical sensation of freezing cold and comforting warmth occurring simultaneously on the chest can cause physical nausea, sensory vertigo, and severe disorientation during prolonged activations of the amulet.
  • The aura of neglect is so potent that the wearer may be accidentally left behind or completely ignored by friendly factions, healers, or merchants who simply fail to register that the avatar is standing directly in front of them.

Recipe: Forging the Amulet 814 of the Eclipsed Prism

Items Merged

Additional Materials Needed

  • Four ounces of pure obsidian dust to feed and expand the compounded void created by the two hexes.
  • Two vials of concentrated Voidwater to stabilize the conflicting magics of absolute absence and emotional warmth.
  • A flask of pure moonwater to temper the fragile quartz shell during the high-pressure merging process.
  • Four precisely measured Platinum shavings to physically and magically anchor the item to the fourth tier of power.
  • A spool of silverbark fibers and crystal thread to bind the ethereal light and shadow components together before final fusion.
  • Two ounces of elemental earth essence to reinforce the structural integrity of the crystalline lattice.

Tools Required

  • A Tier 4 steam-powered mechanical forge heavily reinforced with cold iron shielding to contain the explosive magical backlash of the double-void.
  • A magical flow condenser calibrated to simultaneously handle the frequencies of shadow magic and healing light.
  • Enchanted carving chisels attuned specifically to crystalline structures for shaping the outer shell.
  • A high-pressure steam binding vice lined with silk and silver to hold the unstable elements in exact alignment.
  • A non-reactive stone crucible capable of withstanding absolute zero temperatures and intense magical heat at the exact same moment.

Skill Requirements

  • Master Shadowcraft (Level 4): Required to manipulate the two Hexes of Absence without allowing the compounded void to consume the workspace.
  • Master Gemcutting (Level 4): Necessary to dismantle and reforge the Pysanka without shattering its delicate refractive properties.
  • Master Enchanting (Level 4): Crucial for forcing the opposing forces of emotional warmth and absolute isolation to coexist within the same physical space.
  • Master Light Magic (Level 4): Needed to preserve the healing spark of the Light of Solace while it is surrounded by darkness.

Crafting Steps

  • Place both of the Hexe 358 of Absence items into the non-reactive stone crucible within the Tier 4 steam-powered mechanical forge.
  • Pour the two vials of concentrated Voidwater and the four ounces of pure obsidian dust over the hexes, using the steam pressure of the forge to break the items down into a single, light-devouring obsidian core.
  • Remove the Pysanka 738 of Crystalweave Prism from its silk pouch and use the enchanted carving chisels to carefully deconstruct the hollow egg, reshaping the material into a faceted, heavy quartz shell.
  • Utilize the magical flow condenser to project the crystal lattice of the reshaped Pysanka directly around the unstable obsidian core, effectively trapping the doubled void magic before it collapses the physical space around it.
  • Extract the Light of Solace from its original pendant form and suspend its magical core within the exact, mathematical center of the obsidian void.
  • Use the spool of silverbark fibers and crystal thread to stitch the Light of Solace to the inner walls of the quartz shell, bridging the gap across the absolute darkness of the obsidian.
  • Transfer the entire, highly unstable assembly into the high-pressure steam binding vice, securing it tightly within the silk and silver lining.
  • Flood the sealed vice with the elemental earth essence and the flask of pure moonwater to rapidly cool and temper the quartz, fusing the inner boundaries of the light, the crystal, and the void.
  • Introduce the four Platinum shavings directly into the highly pressurized steam chamber, allowing the mechanical force to drive the precious metal directly into the microscopic magical fissures of the artifact.
  • Channel an intense, continuous flow of magical intent into the vice for four uninterrupted hours, ensuring the absolute physical transmutation of the disparate items.
  • Release the extreme steam pressure and open the vice to reveal the completed transmutation.
  • Inspect the newly forged Amulet 814 of the Eclipsed Prism to verify that it has magically become one single physical item that occupies only the neck slot, rather than remaining an integrated group of four separate objects.

Neck-Stone of Dark-Light Glass

In the very before-times, when the seventy and three dirt-islands were younger and the sky-water tasted of metal, there walked the Four-Who-Are-One-Brain. The ancient words call them the Gestalt-Walkers of the fourth step of power. They were four flesh-vessels but they shared the exact same thinking-meat, talking across the far distances without making a sound from their mouth-holes. The world of Saṃsāra was full of much loud danger and sharp eyes. The bad-doers in the high steam-cities and the deep dark-holes looked for the Four-Who-Are-One-Brain to do them a great hurting.

The Four-Who-Are-One-Brain felt too much of the sad feelings of the world. They were healers, but the hurting of the many people was like a heavy rock on their chests. They said, “We must make a hiding-thing. A hiding-thing that is also a hugging-thing.”

The text says they gathered the impossible pieces. They took the Heart-Drop of the Sad-Healer, which is the light of solace. They took the Bird-Jewel of Shiny Breaking, the pysanka egg of the crystal-weavers. But then they did a mad-doing. They took two Rocks of Please-Ignore-Me, the hexes of the empty-nothing. The scholars of the old times wrote [untranslatable sound of paper tearing] because putting two empty-nothings together is a forbidden madness. Two empty-nothings makes a hungry hole that eats the world.

They went to the heat-box of high steam. They smashed the two Rocks of Please-Ignore-Me together. The room became very dark and tasted like a mouth with no teeth. The hungry hole tried to eat the heat-box and the arms of the Four-Who-Are-One-Brain. But they were fast. They broke the Bird-Jewel of Shiny Breaking and made a cage of hard-glass around the hungry hole. The glass bent the hungry hole, trapping the empty-nothing inside the many-sided shape. Then, before the hungry hole could break the glass, they dropped the Heart-Drop of the Sad-Healer directly into the center of the dark.

The ancient words say the dark and the light fought a great wrestling match. The amulet became a single physical object, not four objects, but one neck-stone. It was the number eight hundred and ten and four. It smelled like the dead leaves in a house where nobody lives, mixed with the good sky-water hitting the dry dirt.

One of the Four-Who-Are-One-Brain put the neck-stone on their chest-skin. Immediately, the magic of the two empty-nothings and the warm-light woke up. The flesh-vessel of the walker became like blurry wind. They walked into the biggest steam-city of the bad-doers. The guards with the sharp sticks and the fire-tubes looked directly at the walker, but their brain-meat registered only a boring wall. The walker stepped on their toes, but the guards did not feel it, because the amulet made the walker a ghost of the mind.

Inside the danger-city, the walker found a locked door of a high-tier bad-doer. The bad-doer tried to throw a mind-poison at the walker. But the dark glass of the amulet drank the mind-poison and turned it into a small bell-sound, ding-ding, [untranslatable]. The walker then did the breaking-glass light of forgetting. The text translates this as the “Eclipsed Shatter.” A cone of sharp rainbows flew out of the chest-stone. The bad-doers were cut by the hard-light, but the empty-nothing magic entered their brain-meat. The bad-doers immediately forgot why they were bleeding. They forgot the last five turnings of the minute-dial. They sat down and felt a very nice, warm peace, completely ignoring the walker who had just hurt them.

After the fighting, the allies of the Four-Who-Are-One-Brain were bleeding and very tired. It is written in the absolute laws of the sky-gods that flesh-vessels gain zero health points from a small sleep. A short rest gives nothing to the weary. So the walker pressed the star-shapes on the neck-stone. A thick, shiny fog of the forgotten-balm rolled over the allies. Inside the fog, the eyes of the bad-doers could not see them. The warm light from the center of the dark rock washed over the allies, giving them forty points of life-blood back without needing the long sleep. The Four-Who-Are-One-Brain felt this warm hugging-magic across all their four bodies at the exact same time, no matter how many miles of dirt were between them.

They walked the seventy and three islands doing this. They healed the sad-feelings and hid from the sharp-eyes. But the magic of the two empty-nothings was too compounded. It was too much absence. The neck-stone was working too perfectly.

First, the bad-doers forgot the Four-Who-Are-One-Brain. Then, the allies forgot them. The text says the empty-nothing leaked into the paper of the history books and ate their names. Their footprints vanished from the mud before they even lifted their boots. They became so unnoticeable that the universe itself stopped perceiving their flesh-vessels. They walked straight into the absolute void, erasing their own story from the time-river. They faded into the blurry wind forever.

When they were gone completely from the reality-rules, only the Amulet 814 of the Eclipsed Prism fell to the ground with a heavy clatter. It sat in the dirt, waiting for a new walker to put on the dark-light glass, pulsing with the sad, warm spark inside the hungry hole.

The Moral of the Story: He who builds a perfect wall to hide from the eyes of the world must remember to leave a door, lest the world completely forgets to look for him, and his own shadow swallows his name forever.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition) Amulet 814: The Void-Crystal of Lirien’s Mercy

  • Item Type: Artifact / Mythos Relic
  • POW: 18
  • Sanity Loss: 1D6 to attune; 1D4 per use of active powers.
  • Description: A heavy plum-sized obsidian stone encased in a quartz shell. It pulses with a warm light that seems to swallow the shadows around it.

Game Mechanics:

  • Passive – Aura of Neglect: All NPCs of “Average” or “Hard” difficulty must pass an Extreme POW check to notice or remember the wearer. The wearer gains a +40% bonus to Stealth checks.
  • Passive – Refractive Resilience: Grants +4 Armor against energy-based or magical attacks. Any spell targeting the wearer has a 40% chance of failing or being absorbed.
  • Active – Eclipsed Shatter (Cost: 10 MP): The wearer unleashes a burst of light. All targets in a 30-foot cone take 4D6 damage. Those hit must succeed on an Extreme INT check or forget the encounter entirely.
  • Active – Balm of the Forgotten (Cost: 15 MP): Creates a 40-foot iridescent mist. Allies inside recover 4D10 HP instantly. While inside, the party cannot be detected by any mundane or magical means.
  • Active – Prism Veil (Cost: 5 MP): As a reaction to an attack, the wearer phases out of reality. The attack misses automatically, and 4 points of damage are reflected back at the attacker.

Blades in the Dark The Ghost-Prism of the Weeping Void

  • Item Type: Unique Relic (Tier IV)
  • Load: 1 (Worn around the neck)
  • Quality: 5
  • Description: An industrial-looking crystal pendant that hums with a deadening silence, smelling of rain and old dust.

Game Mechanics:

  • Passive – Compounded Absence: You gain +2d to Prowl or Finesse rolls when attempting to go unnoticed. Lower-tier enemies (Tier 0-III) simply cannot perceive you unless you attack them.
  • Passive – Empathic Stabilizer: You and nearby allies gain +1d to Resistance rolls against mental or emotional harm (Stress, Fear, or social pressure).
  • Active – Eclipsed Shatter (Cost: 2 Stress): You release a prismatic blast. Deal potency damage to a group and tick a “Forgetting” clock. When filled, the targets lose all memory of your presence.
  • Active – Balm of the Forgotten (Cost: 3 Stress): You and your crew vanish into a shimmering mist for the duration of a scene. This allows for a “Rest” in the field, clearing 2 Stress for everyone present.
  • Active – Prism Veil (Cost: 1 Stress): As a reaction, you phase through a threat. You take no harm, and the source of the threat takes a Level 1 Harm “Refracted Backlash.”

Dungeons & Dragons (5th Edition) Amulet 814 of the Eclipsed Prism

  • Wondrous Item, Very Rare (Requires Attunement)
  • Armor Class: While wearing this amulet, you gain a +2 bonus to AC.
  • Description: A heavy, plum-sized obsidian stone held within a faceted quartz lattice. It occupies the neck slot.

Game Mechanics:

  • Passive – Aura of the Unseen: You have advantage on Dexterity (Stealth) checks. Creatures with a CR of 10 or lower have disadvantage on Wisdom (Perception) checks to find you and must make a DC 16 Wisdom save to remember your face after an hour.
  • Passive – Crystal Harmony: You have resistance to radiant and fire damage. When you would roll for a Wild Magic surge or a magical mishap, you may roll twice and choose either result.
  • Active – Eclipsed Shatter (2/Day): As an action, you release a 30-foot cone of light. Each creature in the cone must make a DC 17 Dexterity saving throw, taking 4d10 force damage on a failed save. On a failure, the creature is also affected by a Modify Memory spell, forgetting the last 5 minutes.
  • Active – Balm of the Forgotten (1/Day): As an action, you create a 40-foot-radius mist for 1 hour. Allies in the mist regain 40 hit points. While in the mist, you and your allies are under the effects of the Pass Without Trace and Greater Invisibility spells.
  • Active – Prism Veil (3/Day): When you are hit by an attack, you can use your reaction to phase out. You take no damage from that attack, and the attacker takes 10 radiant damage.

Knave (2nd Edition) The Eclipsed Neck-Stone

  • Item Type: Necklace
  • Slots: 1
  • Durability: 11 (Tough)
  • Description: A strange, light-eating gem that makes the wearer feel warm and lonely at the same time.

Game Mechanics:

  • Passive – Absence: You gain +4 to all Stealth saves. Enemies of a lower Level than you will not attack you unless you strike first.
  • Passive – Refraction: You gain a +4 bonus to saves against magic or elemental damage.
  • Active – Shatter (2/Day): Deal 4d6 damage to all in a 30-foot cone. Targets must save vs. INT or wander away, forgetting why they were fighting.
  • Active – Balm (1/Day): You and your allies are hidden in a mist. Everyone heals 4d10 HP. This counts as a Long Rest for the purpose of healing, but does not restore daily item uses.
  • Active – Veil (3/Day): Use your reaction to take 0 damage from a hit. The attacker takes 4 damage instead.

Fate Core Amulet 814: The Prism of Profound Absence

  • Item Type: Artifact Extra
  • Aspects: Compounded Aura of Neglect, Radiant Core of Solace, Refractive Crystal Lattice.
  • Description: A plum-sized obsidian gem encased in quartz that renders the wearer a ghost in the minds of others.

Game Mechanics:

  • Passive – Absolute Stealth: You gain a +2 bonus to Stealth rolls to remain unnoticed. When in a crowd or a location with low security, you can spend a Fate Point to automatically succeed on a Stealth roll against any NPC that is not a Main Character.
  • Passive – Empathic Bastion: You gain a +2 bonus to Will rolls made to defend against emotional manipulation, fear, or mental stress.
  • Active – Eclipsed Shatter: Twice per session, you may attack all enemies in your zone with a +4 bonus. If you cause a consequence, you may choose to have the target forget the encounter instead of taking the consequence.
  • Active – Balm of the Forgotten: Once per session, create a “Shimmering Sanctuary” aspect with two free invokes. Allies in the zone can use these invokes to clear a mild consequence or a 2-point stress box immediately.
  • Active – Prism Veil: Three times per session, when you take a physical hit, you may reduce the shifts of the hit by 4. If the shifts are reduced to 0, the attacker takes a 2-shift physical hit from the reflected energy.

Numenera & Cypher System Amulet 814 of the Eclipsed Prism

  • Level: 8
  • Form: An obsidian plum in a quartz cage on a silver-bark cord.
  • Description: A Tier 4 artifact that manipulates the fundamental perception of presence.

Game Mechanics:

  • Enabler – Void Shroud: You are specialized in all Stealth tasks. Tasks to notice or remember you are three steps more difficult for any creature of Level 5 or lower.
  • Enabler – Crystal Stabilization: The difficulty of all Intellect defense rolls is decreased by one step. You gain +2 to your recovery rolls.
  • Action – Eclipsed Shatter (Cost: 5 Intellect): You release a 30-foot cone of light. Targets take 8 points of damage. Those that take damage must make an Intellect defense roll or lose all memory of you for the last hour.
  • Action – Balm of the Forgotten (Depletion: 1 in 1d10): You create a 40-foot iridescent mist. Allies inside regain 10 points to their Pools. While inside, all tasks to detect the party are impossible for one hour.
  • Action – Prism Veil: When attacked, you can spend 3 Speed points as a reaction. You take 0 damage, and the attacker takes 4 points of ambient energy damage.

Pathfinder (2nd Edition) Amulet 814 of the Eclipsed Prism

  • Item 18; Rare, Abjuration, Artifact, Invested, Magical
  • Price: — (Artifacts of this tier are beyond standard currency)
  • Usage: Worn (Neck); Bulk: L

Game Mechanics:

  • Passive – Aura of Neglect: You gain a +4 item bonus to Stealth checks. You are constantly under the effects of a non-detection spell (DC 40). Creatures of 14th level or lower must succeed at a DC 38 Will save to notice you exist unless you interact with them.
  • Passive – Stabilized Refraction: You gain Resistance 15 to fire and radiant damage. Whenever you fail a check to suppress a magical mishap or curse, you may reroll once.
  • Activate – Eclipsed Shatter [Two-Actions] (Frequency: 2/Day): You unleash a 30-foot cone. Creatures take 12d6 force damage (Basic Reflex DC 38). Those who fail their save forget the last 10 minutes of their life.
  • Activate – Balm of the Forgotten [Three-Actions] (Frequency: 1/Day): You create a 40-foot emanation of mist for 1 hour. Allies regain 40 HP. You and your allies are invisible and leave no scent or tracks while inside.
  • Activate – Prism Veil [Reaction] (Frequency: 3/Day; Trigger: You are hit by an attack): You phase out. The attack deals no damage. If it was a melee attack, the attacker takes 4d6 radiant damage.

Savage Worlds (Adventure Edition) Amulet 814: The Void-Star Pendant

  • Type: Legendary Artifact
  • Weight: 1 lb
  • Description: An obsidian and quartz jewel that pulses with a warm, lonely light.

Game Mechanics:

  • Passive – Cloak of Absence: The wearer gains a +4 bonus to Stealth rolls. Enemies with a lower Rank (e.g., Extras vs. Wild Cards) automatically fail to notice the wearer unless the wearer attacks or speaks to them.
  • Passive – Resilience of Solace: The wearer gains a +2 bonus to all Spirit rolls to resist Fear or magical Tests of Will.
  • Power – Eclipsed Shatter (2/Day): As an action, the wearer places a Medium Burst Template. Everything inside takes 4d6 damage. Victims must make a Smarts roll at -4 or be Shaken and forget the wearer’s presence.
  • Power – Balm of the Forgotten (1/Day): As an action, the wearer creates a Large Burst Template for 1 hour. Allies inside heal one Wound and gain +4 to Stealth rolls. This mist blocks all technological and magical sensors.
  • Power – Prism Veil (3/Day): As a reaction to being hit, the wearer phases out. They take no damage, and the attacker takes 2d4 damage from the energy refraction.

Shadowrun (6th World) Amulet 814: The Void-Crystal Matrix

  • Category: Unique Mana-Focus Artifact (Rating 8)
  • Availability: Unique
  • Cost: 350,000¥ + 40 Karma to Bind
  • Slot: Neck (Worn)

Game Mechanics:

  • Passive – Double-Void Shroud: The wearer gains a +4 dice pool bonus to Stealth (Sneaking) tests. In Astral Space, the wearer is completely invisible to any entity with a Magic rating of 6 or lower, appearing as a “hole” in the mana field.
  • Passive – Empathic Firewall: Adds +4 to the wearer’s dice pool for Resisting mental or emotional manipulation spells and critter powers (such as Fear or Control Thoughts).
  • Active – Eclipsed Shatter (2/Day): As a Major Action, the wearer releases a prismatic burst (10m Radius). Deal 8P (Force) damage. Any target taking damage must succeed in a Logic + Willpower (5) test or suffer Memory Loss, forgetting the user’s presence for the last minute.
  • Active – Balm of the Forgotten (1/Day): As a Major Action, creates a 15m radius of iridescent mist. Allies inside recover 4 boxes of Stun or Physical damage every 10 minutes. The mist acts as a high-density Mana Static (Rating 8) for anyone outside attempting to perceive those inside.
  • Active – Prism Veil (3/Day): Reaction. When targeted by an attack, the wearer phases through the Astral plane. The attack automatically misses. The attacker takes 4 points of unresistable Cold damage from the void-leaking backlash.

Starfinder (2nd Edition / Playtest) Amulet 814: The Singularity Prism

  • Item Level: 18
  • Price: 420,000 Credits
  • Bulk: L
  • Usage: Worn (Neck)

Game Mechanics:

  • Passive – Aura of Neglect: You gain a +4 item bonus to Stealth checks. Creatures with a Level or CR of 14 or lower must succeed at a DC 36 Will save to remember you existed after you leave their presence.
  • Passive – Crystalline Overload Protection: You gain Resistance 15 to Fire, Radiant, and Sonic damage. If a spell you cast would result in a magical mishap, you may spend 1 Resolve Point to negate the mishap.
  • Active – Eclipsed Shatter [Two-Actions] (Frequency: 2/Day): You release a 30-foot cone of light. Each creature in the cone takes 12d10 Force damage (Reflex DC 36 for half). On a failure, the creature is Confused for 1 round and forgets the encounter.
  • Active – Balm of the Forgotten [Three-Actions] (Frequency: 1/Day): You create a 40-foot emanation for 1 hour. Allies inside regain 40 HP. While inside, you and your allies are invisible to all sensors (Infravision, Darkvision, Radar).
  • Active – Prism Veil [Reaction] (Frequency: 3/Day; Trigger: You are hit by an attack): You phase out. You take no damage. The attacker takes 10 Force damage as the reality-gap snaps shut.

Traveller (Mongoose 2nd Edition) Amulet 814: The Ancient Void-Anchor

  • Tech Level: 18 (Anomalous Artifact)
  • Weight: 0.2 kg
  • Price: Cr 2,000,000 (Black Market)
  • Slot: Neck (Worn)

Game Mechanics:

  • Passive – Absence Field: The wearer gains a +4 DM to all Stealth checks. Any security sensor (TL 15 or lower) attempting to track the wearer suffers a -6 DM.
  • Passive – Psychological Fortitude: The wearer is immune to Fear-based checks and gains a +4 DM to resist any psionic “Telepathy” or “Probe” attempts.
  • Active – Memory Shatter (2/Day): The wearer triggers a localized EM/Psionic pulse. All targets within 10 meters take 4D6 damage and must make an INT check (10+) or lose the last 10 minutes of memory.
  • Active – Recovery Mist (1/Day): The amulet releases a cloud of nano-crystals. Allies inside restore 4D10 Hit Points and are hidden from all thermal and visual detection for 1 hour.
  • Active – Refractive Veil (3/Day): Reaction. When hit by a weapon, the wearer uses a localized gravitic distortion to phase. No damage is taken. The attacker must make a DEX check (8+) or be knocked prone by the gravitic snapback.

Warhammer Fantasy Roleplay (4th Edition) Amulet 814: The Jade-Void Phylactery

  • Type: Legendary Artifact (Neck)
  • Encumbrance: 0
  • Availability: Unique

Game Mechanics:

  • Passive – The Unseen Guest: The wearer gains +40 to all Stealth (Urban or Rural) tests. NPCs with a Willpower below 60 must pass a Hard (-20) WP test to even notice the wearer is in the room.
  • Passive – Soul-Solace: The wearer is immune to the “Fear” and “Terror” traits of monsters. Any psychological test to induce despair or grief is automatically passed.
  • Active – Eclipsed Shatter (2/Day): As an action, release a burst. All targets within 5 yards take (WP Bonus + 10) Damage. Victims must pass a Very Hard (-30) WP test or suffer the “Amnesia” condition regarding the wearer.
  • Active – Balm of the Forgotten (1/Day): Creates a 10-yard zone of mist. Allies inside regain (Toughness Bonus x 2) Wounds every 10 minutes. The zone is treated as “Total Darkness” for anyone outside attempting to see in.
  • Active – Prism Veil (3/Day): Reaction. Spend 1 Advantage to ignore all damage from one incoming hit. The attacker takes 4 Wounds (ignoring Armor) from the refracted energy.