Lore: This amulet is a profound paradox, born from the merging of Seraphina’s compassionate Lumina Stones and the cursed “Abused Foreseer.” The original Foreseer, a relic of a mage whose divination gifts were twisted by oppressive rulers, brought visions of danger at the cost of resurfacing past traumas and fostering paranoia. Lumina Stones, created by the empathic alchemist Seraphina, brought soothing light and comfort, a symbol of acceptance.
The merging was not an act of simple crafting but a desperate plea by a wise mystic who understood both the necessity of foresight and the crushing weight of its abuse. They sought to temper the Foreseer’s harsh, traumatizing warnings with the gentle, clarifying empathy of the Lumina Stone. The goal was to create an artifact that could still pierce the veil of time for danger, but without driving its wielder to madness. The process involved a delicate infusion, attempting to bind the Abused Foreseer’s blackened metal and sapphire with the pure, light-aligned magic of a Lumina Stone, hoping Seraphina’s empathy could soothe the mage’s residual pain. The result is an amulet that still whispers of future threats, but now carries a subtle, internal glow that seeks to calm the wielder’s heart, hoping to protect them from the curse’s full psychological toll.
- Description: A Tier 2 worn item, this amulet is fashioned from blackened metal alloy, now softened by a subtle, internal silver-blue luminescence that emanates from within. At its core, a sapphire pulses with a gentle, starlight-like glow, no longer a harsh, cold gem. It feels cool and smooth to the touch, and when danger approaches, a faint vibration is felt against the skin, accompanied by an even softer, almost imperceptible hum. The air around it carries a faint, fresh scent, like morning dew. This amulet offers glimpses of future dangers, tempered by a soothing, calming presence, though the echoes of past abuse still linger.
- Stats (Tier 2):
- Perception: +2 (passive)
- Cool/Willpower (resistance to fear/intimidation): +1 (passive)
- Divination (glimpses of immediate danger): Tier level times per day (2 times per day)
- Tags: Divination, Curse (tempered), Emotional Toll (reduced), Defensive Magic, Offensive Insight, Foresight, Precognition (tempered), Psychological Toll (reduced), Sapphire Core, Fateful Warnings, Defensive Insight, Soothing, Sustainable, Radiant, Innovative, Seraphic, Tier 2, Merged Item, Amulet, Light, Mental Support, Trauma-Bonded, Luminescent, Rare, Sentient Echo, Rechargeable, Arcane Focus, Paradox, Jewelry
- Multiple Passives Magic:
- Softened Precognition: The amulet still provides flickering visions of impending dangers (like the Abused Foreseer), allowing for a potential defensive action. However, the accompanying emotional and psychological distress is reduced; instead of immediate paranoia, the user experiences subtle, fleeting anxieties that are quickly quelled by the amulet’s calming influence.
- Empathic Calm: The amulet continuously emits a gentle, soothing aura (Brightness Level: 4/10, like a dim candle) in a 10-foot radius around the wearer. This aura grants the wearer a +1 bonus to Cool/Willpower checks against fear, intimidation, or mental stress. Other creatures in the aura may feel a mild, unexplainable sense of comfort.
- Vibrating Warning: When immediate danger (traps, ambushes, hostile intent) is within 60 feet, the amulet vibrates softly against the wearer’s skin and emits a faint, high-pitched hum. This provides a tactile and auditory warning, distinct from the visions.
- Restful Aura: While worn during a long rest, the amulet’s calming presence can grant the wearer a +1 bonus to their tier die roll for HP recovery (this bonus cannot exceed the maximum HP recovery for the tier).
- Light-Attuned Aura: Those attuned to arcane or empathic energies sense a gentle “heartbeat” of luminosity radiating outwards from the stone, as if resonating with the user’s own energy. Magical practitioners may perceive faint arcs or pulses of light-based mana.
- Multiple Active Magics:
- Foreseer’s Glimpse (2/day): As a reaction to an incoming threat (attack, spell, trap activation), the wearer can activate this ability. They receive a flash of precognitive insight, granting them advantage on their next defense roll or saving throw against that specific threat. This insight is accompanied by a brief, non-damaging mental echo of the Foreseer’s past abuse, manifesting as a fleeting sense of despair or betrayal.
- Soothing Insight (1/day): As an action, the wearer can focus the amulet’s light into a calming pulse. This immediately removes one Stunned, Frightened, or Stressed condition from themselves or an adjacent ally. This consumes a portion of the Lumina Stone’s light charge (reducing its remaining glow duration by 4 hours). If insufficient charge remains, this ability fails.
- Sense Empathic Echoes (At will): As an action, the wearer can extend their senses through the amulet’s light. They gain a momentary empathic snapshot of emotional ‘hotspots’ within a 30-foot radius, allowing them to pinpoint areas of strong joy, fear, anger, or sadness without understanding the source. This is not precise enough to read minds but can reveal hidden turmoil or celebrations.
- Specific Slot: Worn Item (Neck)
Item Hit Points and Repair
As a Tier 2 Worn Item made of a blackened metal alloy holding a sensitive sapphire core, the Amulet of Seraphic Foresight 779 is durable but not indestructible.
- Item Hit Points (HP): The amulet has 15 Hit Points.
- Disabled: If the item suffers 15 or more points of damage from a targeted attack, the sapphire core cracks or is dislodged from the metal setting. The internal luminescence instantly fades, and the whispering voices fall silent. All passive and active magic is disabled.
- Damaged (1-14 HP lost): The amulet remains functional, but the light flickers erratically, and the “soothing” aspect may fail, causing the “Foreseer’s Glimpse” to transmit raw trauma instead of the tempered warning.
- Repairing the Item:
- Skill Requirement: Repairing a disabled amulet requires a successful check in Jewelcrafting or Blacksmithing (to fix the setting) combined with Enchanting (to refuse the gem).
- Process: The physical repair requires approximately 1 hour and materials worth 10 gold pieces (silver solder, polishing dust).
- Re-Awakening: Once physically repaired, the conflicting magics must be re-harmonized. The amulet must be submerged in a bowl of water exposed to 4 hours of direct sunlight (to reignite the Lumina essence) followed immediately by 1 hour of darkness (to settle the Foreseer’s curse). Only then will the glow return and the magic reactivate.
The Amulet of Seraphic Foresight 779 is a nuanced item, neither purely light nor purely dark. It is too cursed for typical holy shops and too gentle for purely illicit black markets. It occupies a niche for adventurers who need survival tools but are wary of the psychological costs.
1. The Curio-Sanctuary
- Where It Is Sold: Found in large cities, these are hybrid establishments—part antique store, part therapy clinic. Run by retired adventurers or mystics who understand the mental toll of dungeon delving, these shops smell of sage and old parchment. The lighting is always dim and soothing (often provided by Lumina Stones).
- How It Is Sold: The amulet would be kept in a “Restricted” glass cabinet, often resting on a velvet cushion to dampen its vibrations. The shopkeeper will not sell it without a serious conversation (or a brief Mind’s Eye scan) to ensure the buyer has the mental fortitude (high Cool/Willpower) to handle the residual echoes of the Foreseer. They view themselves as guardians, not just merchants.
- Cost: 500 Electrum (or 250 Gold). The price is high to discourage casual buyers, but the shopkeeper might offer a “rebate” or store credit if the buyer promises to return for mental wellness check-ins or to recharge the amulet at their specialized altar.
2. The EmpathForge Outlet (Restricted Section)
- Where It Is Sold: In major trade hubs where Seraphina’s EmpathForge has a presence. While the front of the shop sells standard Lumina Stones and decorative lights, there is often a back room reserved for “Experimental & Recovered Goods.”
- How It Is Sold: This item is treated as a “reclaimed prototype” or a “specialized modification.” The sales pitch focuses heavily on the Lumina aspect—how the light tempers the curse—marketing it as a “Safe Divination Tool.” The sales associates are polite, professional, and diverse, emphasizing the item’s sustainability and protective qualities while downplaying the “trauma echoes” as merely “historical resonance.”
- Cost: 400 Electrum (or 200 Gold). The price is competitive because EmpathForge wants to normalize the use of their light magic in adventuring gear. They may accept payment in raw Aetherite Crystals or rare enchanted fabrics instead of coin.
3. The Traveling Soothsayer’s Wagon
- Where It Is Sold: On the outskirts of towns, at traveling carnivals, or parked near crossroads. These are colorful, cluttered wagons adorned with crystals and wind chimes.
- How It Is Sold: The amulet is not displayed openly. It is kept hidden, wrapped in silk, and only brought out for clients who ask for “something stronger than a tarot reading.” The Soothsayer will present it with a sense of theatrical mystery, emphasizing the “ancient curse” to drive up the allure, claiming it holds the soul of a lost king. They care less about the buyer’s safety and more about the mystique and the sale.
- Cost: 600 Electrum (or 300 Gold), but heavily negotiable. A savvy buyer (Mind’s Eye active) could talk them down to 300 Electrum by pointing out the “damaged” nature of the gem or the erratic vibrations. The Soothsayer might also trade it for information—secrets about local nobles or maps to hidden ruins.
Roleplay explanation for the Amulet of Seraphic Foresight 779, highlighting its dual nature of traumatic warning and soothing light in various environments.
1. The Sunken Crypt (Combat/Dungeon Environment)
In this environment, the amulet acts as a lifeline against lethal threats, balancing the terror of the dark with the clarity of light.
- Defense (Foreseer’s Glimpse):
- Scenario: An assassin lurks in the shadows, preparing to strike from behind.
- Roleplay: You suddenly feel a cold, phantom pain in your back—an echo of the ancient mage’s betrayal. The amulet vibrates violently against your chest. Before you can panic, the sapphire pulses with a warm, rhythmic blue light (Seraphic Calm). The light washes away the panic, leaving only cold clarity. You duck instantly, the assassin’s blade whistling through the empty air where your head just was. You shout a warning to the party, your voice steady thanks to the +1 Cool bonus.
- Offense (Tactical Counter-Strike):
- Scenario: The party is fighting a shifting shadow-beast that teleports around the room.
- Roleplay: You focus on the amulet, accepting the mental burden. You see a flickering “ghost image” of the beast appearing to your left three seconds from now. Instead of defending, you swing your weapon at the empty air to your left. As you swing, the beast teleports exactly into the path of your blade. You used the defensive foresight to enable an offensive connection that would otherwise be impossible.
2. The High Council Chamber (Social Environment)
Here, the amulet serves as a lie detector and an emotional anchor in high-stakes negotiations.
- Defense (Empathic Calm & Vibrating Warning):
- Scenario: A corrupt noble is smiling warmly, offering a toast that is actually poisoned or a contract that is a trap.
- Roleplay: As you reach for the goblet, the amulet buzzes against your collarbone like an angry hornet (Vibrating Warning). A flash of nausea (the curse) hits you, but the soothing scent of morning dew (Lumina property) immediately fills your nose, settling your stomach. You pause, smile politely, and set the goblet down. “I think I’ll abstain,” you say. The noble’s eye twitches. You have successfully defended against treachery without causing a scene.
- Offense (Sense Empathic Echoes):
- Scenario: You need to find the weak link in the Council to sway the vote.
- Roleplay: You activate the Sense Empathic Echoes. The gentle light of the amulet flares slightly. You don’t see their thoughts, but you see their emotional auras. The loud, boisterous General is actually radiating deep, dark blue sadness. The quiet scribe is radiating jagged red anger. You target the General, not with intimidation, but with sympathy, leveraging the hidden sadness you detected to break his resolve and force him to side with you.
3. The Cursed Forest (Exploration/Hazard Environment)
In the wild, the amulet is a navigational tool and a ward against environmental despair.
- Defense (Restful Aura & Light):
- Scenario: The party is forced to camp in a forest known for inducing nightmares and sleep deprivation. Morale is crumbling.
- Roleplay: You hang the amulet on a branch above the campfire. The “Abused Foreseer” part of the amulet wants to whisper terrifying secrets to the sleepers, but the “Lumina” aspect wraps those whispers in soft, lullaby-like hums. The silver-blue light pushes back the magical darkness. When the party wakes up, they are surprisingly refreshed (+1 HP recovery), having been shielded from the psychological toll of the forest.
- Offense (Soothing Insight):
- Scenario: A magical trap triggers, releasing a gas that causes magical Fear. The party’s Barbarian is frozen, unable to charge the enemy waiting on the other side of the clearing.
- Roleplay: You rush to the Barbarian. Grabbing the amulet, you will the light to flare brighter, burning 4 hours of its duration in a single second. “Look at the light, not the shadows!” you command. The Soothing Insight purges the Frightened condition instantly. The Barbarian roars, the fear replaced by the amulet’s artificial bravery, and charges forward to crush the enemy.

Perception of Activation:
User’s Perspective
- Sight: When the amulet activates (either actively or via a warning), the sapphire core flares with a rhythmic, silver-blue pulse that momentarily makes the surrounding blackened metal appear translucent, like dark glass holding a star. The precognitive vision that follows is no longer a jagged, terrifying flash of gore or ruin (as the original Foreseer showed). Instead, the vision is washed in a calm, monochromatic blue tint. The danger is highlighted clearly, but the graphic horror is softened, appearing dreamlike and distant.
- Hearing: The user hears a duality of sound. First, the old, scratching whisper of the Abused Foreseer tries to speak a warning of doom, but it is immediately overlaid by a resonant, harmonic hum from the Lumina essence—like a choir vocalizing a single, soothing note. The effect is similar to hearing a frightening message spoken through a soft, melodious filter.
- Touch: The metal against the skin remains unnaturally cool, never warming with body heat. When danger is near, the vibration is not a jarring buzz, but a steady, rhythmic thrumming, similar to the purr of a large cat or a slow, powerful heartbeat against the sternum.
- Smell: The activation releases a crisp, cleansing scent of morning dew and rain on stone. It completely masks the faint, nauseating smell of burnt herbs that the original cursed item possessed.
- Extra-Sensory (The Echo): The user feels a sudden spike of anxiety—the “Ghost of the Foreseer” panic. However, milliseconds later, a wave of artificial, warm empathy washes over them, chemically neutralizing the fear. It feels like waking from a nightmare to find a loved one holding your hand.
Observer’s Perspective
- Sight: To an onlooker, the amulet is a striking accessory. The sapphire doesn’t just glow; it projects a soft, breathing light that illuminates the user’s chin and chest. When the user activates a power, this light expands rapidly into a 10-foot halo of soft blue luminescence before retracting. It makes the user look serene and otherworldly.
- Hearing: Those standing within arm’s reach might hear a faint, crystalline chime or hum when the amulet triggers, though it is quiet enough to be missed in combat.
- Smell: A subtle wave of fresh air seems to originate from the user, often described as “the smell of a window opening in a stuffy room.”
- Extra-Sensory (Empathic Aura): Magical observers or sensitive individuals feel the “Empathic Calm” aura physically. It feels like the tension in the air has suddenly dropped, or like a headache has suddenly vanished. It makes the user seem trustworthy and safe.
Positives
- Panic Mitigation: The greatest benefit is the emotional regulation. The user receives critical tactical information (foresight) without the debilitating “Curse of Paranoia” that usually accompanies such dark magic.
- Subtle Warning: The tactile vibration allows the user to be alerted to danger even if they are blinded, deafened, or in a noisy environment.
- Group Support: The passive calming aura benefits the entire party, helping to prevent fear cascades or morale breaks during stressful encounters.
Negatives
- Stealth Compromise: The Lumina aspect is difficult to suppress. Even when not active, the amulet has a faint glow. When active, it is a beacon in the dark, making stealth impossible unless the item is buried under thick layers of clothing (which mutes the auditory warning).
- Emotional Numbing: The “artificial calm” can be disorienting. The user might witness a tragedy in their vision but feel strangely detached or unable to grieve properly because the amulet is forcing them to be calm.
- The Lingering Sadness: While the panic is gone, the sadness of the Abused Foreseer remains. Frequent use leaves the user feeling a heavy, inexplicable melancholy—a “weeping without tears”—that lingers after the magic fades.
Recipe: Ritual of the Seraphic Binding
This Tier 2 crafting ritual describes the dangerous and delicate process of redeeming a cursed artifact using the sacrificial essence of a light-stone. It is not merely a physical merger, but a metaphysical surgery to graft empathy onto trauma.
Items Merged:
- 1 x Astrology and Divination 81 of the Abused Foreseer (Tier 1)
- 1 x Lumina Stone (Tier 1) – Must be fully charged (16 hours).
Additional Materials Needed:
- 1 Vial of Dawn-Collected Dew: Water gathered exactly at the moment of sunrise, representing the transition from darkness to light.
- 1 Dram of Spirit-Silver Solder: A magically conductive metal used to fuse the blackened alloy with the light essence.
- 3 Pinches of White Lotus Pollen: A calming agent used to sedate the aggressive spirit within the Foreseer amulet during the surgery.
- A Lead-Lined Box: To contain the curse’s shrieking energy when the sapphire is exposed.
Tools Required:
- Runed Jeweler’s Tools: Pliers and chisels inscribed with protective wards.
- Arcane Crucible: Capable of withstanding intense psychic pressure.
- Focusing Lens: To direct sunlight.
- Sonic Dampeners: (Earplugs or a Silence spell) to block the auditory hallucinations from the curse.
Skill Requirements:
- Jewelcrafting (Adept): To physically modify the delicate settings without shattering the gems.
- Enchanting (Adept): To manage the volatile merger of Light and Cursed Divination magic.
- Willpower/Cool Save: The crafter must succeed on a mental save during the process, or the paranoia will force them to abandon the work.
Crafting Steps:
- The Sedation: Place the Abused Foreseer into the crucible. Sprinkle the White Lotus Pollen over the sapphire core. As the pollen settles, the blackened metal will stop vibrating, and the whispering voices will dull to a murmur.
- The Extraction: Using the Runed Jeweler’s Tools, carefully pry the central sapphire from the Abused Foreseer. Warning: Upon removal, the curse will lash out. The crafter will experience a sudden, intense vision of their own death. They must maintain focus (Willpower check) and place the sapphire immediately into the Lead-Lined Box.
- The Sacrifice of Light: Take the Lumina Stone. Using a heavy pestle, crush the charged stone into a fine, glowing dust. The light will try to escape; pour the Dawn-Collected Dew into the dust immediately to trap the Aetherite essence in a liquid suspension. The mixture will glow with a blinding white brilliance.
- The Annointing: Open the Lead-Lined Box. The sapphire inside will be pulsing with dark, jagged red energy. Pour the liquid Lumina suspension over the sapphire. The reaction will be violent—hissing steam that smells of rain and rot. The red energy will fight the white light, eventually settling into a rhythmic, pulsating silver-blue.
- The Fusion: Return the now-altered sapphire to the blackened metal setting of the amulet. Use the Spirit-Silver Solder to seal the gem in place. The silver solder acts as a conductor, allowing the light from the gem to bleed into the blackened metal, softening its appearance.
- The Harmonization: Place the reassembled amulet under the Focusing Lens and expose it to direct sunlight for one hour. As it absorbs the sun, the metal will hum, and the curse’s paranoia will be transmuted into the “Vibrating Warning.”
- Completion: The amulet is now the Amulet of Seraphic Foresight 779. It must be worn immediately for 10 minutes by the crafter to imprint their living empathy onto the device, sealing the bond.
Fragment of the Weeping Light
In the time of the Before-Kings, when the world was [soft/unformed], there was the City of Heavy Hands. The Kings there did eat the tomorrow of others to make their today fat. They hold a man, the See-Man. They put chains on his mind. They say, “Look at the sun-death! Look at the blood-rain!” The See-Man look, and he break. He take his broken-heart and put it into the Blue Eye Stone. He curse the stone to always see the Knife-in-Dark, but also to always feel the fear of the Knife. The See-Man die, but the stone scream. It was the Iron-of-Yelling.
Many [cycles/years] walk by. The Iron-of-Yelling move from hand to hand. All who touch it see the knife, but they lose the sleep. Their eyes turn backward in their heads.
Far away, in the Cave of Singing Walls, sat the Light-Mother, She-Who-Is-Sera. She did not look at the knife. She looked at the glow. She catch the ghost of the sun in the rock. She make the Stone-of-Morning. It was a stone that hold the hand of the sad. It give the [warmth/empathy] of a mother.
Then come the Walker-Between. He carry the Iron-of-Yelling. His mind was cracking like dry mud because the Iron scream too loud of danger. He find the Light-Mother. He say, “Make it silent! The seeing is too heavy!”
The Light-Mother say, “I cannot kill the seeing. To see is to live. But I can hold the seeing.”
She take the Stone-of-Morning, the one full of soft fire. She take the Iron-of-Yelling, the one full of cold fear. She put them in the bowl of silver water.
The Iron bite the Stone. The Stone kiss the Iron.
The text is burned here… [Unreadable] …the sky turned the color of a bruise. The scream of the Iron fight the song of the Stone. The Iron say “Death comes!” The Stone say “I am here.” The Iron say “Run!” The Stone say “Breathe.”
When the smoke go away, the two were one. The Iron was black like night, but the Stone shine like the blue star inside it. The Walker-Between touch it. The stone hum against his skin. It show him the tiger in the grass, but it did not make his heart stop. It show him the pit, but it gave him a light to see the edge.
It was no longer the Eye-That-Weeps. It was the Eye-That-Comforts. It knows the world is sharp, but it promise that the spirit is soft.
Moral of the Story: To see the darkness is wisdom, but to hold a light while looking is strength.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Name: Amulet of Seraphic Foresight 779 Type: Artifact Slot: Worn (Neck)
Description: An amulet of blackened iron that feels unnaturally cool, holding a sapphire that pulses with a calming, rhythmic silver-blue light. It smells faintly of rain. While it whispers warnings of danger, a secondary harmonic hum soothes the wearer’s mind, preventing the total psychic collapse often associated with such dark artifacts.
Mechanics:
- Vigilant Guardian: While worn, the investigator gains a Bonus Die on all Spot Hidden and Psychology rolls related to detecting ambushes, lies, or hidden threats.
- Seraphic Calm: The amulet emits a soothing aura. The wearer and all allies within 3 yards gain a Bonus Die on Sanity (SAN) rolls made to resist fear or intimidation (but not against Mythos entities).
- Foresight (Active): Once per game session, the wearer can declare they are using the amulet to foresee a specific dangerous event. They automatically succeed on a Dodge or Listen roll, or they may ask the Keeper one yes/no question about an immediate threat.
- The Cost:
- Attunement: Putting on the amulet for the first time costs 1/1D4 Sanity points as the wearer’s mind is opened to the “Abused Foreseer’s” trauma.
- Resonance: If the user rolls a “fumble” (100) on any roll while using the amulet’s benefits, the “Lumina” aspect momentarily fails. The wearer suffers a sudden, jagged flash of the original owner’s torture and loses 1 Sanity point (0/1).
Blades in the Dark
Name: Seraphic Foresight Amulet Item: Arcane Implement Load: 0 (Worn as jewelry) / 1 (If kept in a heavy lead-lined box)
Description: A paradoxical artifact fusing a cursed divining stone with a spark of pure spirit-light. It vibrates against your skin to warn of danger, while its glow chemically suppresses your panic response.
Game Mechanics:
- Insightful Resistance: When you make a Resistance Roll using Insight to avoid a trap, ambush, or deception, you gain +1d to the roll.
- Soothing Light (Special Armor): You may mark this item’s load box to use it as Armor against mental or spiritual harm (such as fear, possession, or terror). When you do, you describe how the amulet’s silver-light washes away the panic, leaving you coldly rational.
- The Echo (Drawback): When you use this item to resist a consequence or gather information, the GM may offer a Devil’s Bargain: “You get the insight, but the ‘abused’ nature of the amulet bleeds through. You take Level 1 Harm: Melancholy as you are overcome by a wave of inexplicable grief.”
Dungeons & Dragons (5th Edition)
Amulet of Seraphic Foresight 779 Wondrous Item, Rare (Requires Attunement)
Description: This amulet is fashioned from blackened metal alloy, softened by a subtle, internal silver-blue luminescence. At its core, a sapphire pulses with a gentle, starlight-like glow. It feels cool to the touch and smells of morning dew.
Passive Benefits:
- Enhanced Awareness: While wearing this amulet, you have a +2 bonus to Passive Wisdom (Perception) and Passive Wisdom (Insight).
- Calming Aura: You have advantage on saving throws against being frightened.
Active Abilities (3 Charges): The amulet has 3 charges and regains 1d3 charges daily at dawn if exposed to sunlight.
- Foreseer’s Glimpse (Reaction): When you are hit by an attack or fail a Dexterity saving throw, you can spend 1 charge to roll a d6 and add the number rolled to your AC or saving throw, potentially turning the hit into a miss or the failure into a success. You must declare this before the DM says the result.
- Soothing Insight (Action): You can spend 1 charge to touch a willing creature. The amulet releases a pulse of silver light that ends the Frightened or Charmed condition on that creature.
Curse (Tempered): While attuned to this item, you feel a lingering, distant sadness. Whenever you roll a 1 on an ability check or saving throw, the amulet’s light flickers, and you are incapacitated by a wave of grief until the start of your next turn.
Knave (2nd Edition)
Name: Amulet of Seraphic Foresight Type: Relic Slots: 1 (Necklace)
Description: A black iron amulet holding a glowing blue star. It vibrates to warn of danger and hums to soothe the soul.
Mechanics:
- Bonuses: While worn, add +2 to Wisdom (max 10).
- Power (Foresight): When you are about to take damage from a trap or ambush, the amulet vibrates violently. You may make a Wisdom save (Difficulty 15). If successful, you foresee the danger and take no damage.
- Power (Serenity): You are immune to panic or morale checks.
- Durability: The amulet has 3 Usage Dots.
- If you fail the Wisdom save for Foresight, or if you use the amulet to cure a mental affliction on an ally, mark 1 Dot.
- Recharge: The amulet recovers 1 Dot if left in direct sunlight for 4 hours. If all dots are filled (depleted), the sapphire cracks and the item becomes a mundane “Cracked Iron Necklace” worth 5 coins.
Fate Core
Name: Amulet of Seraphic Foresight 779 Type: Extra (Arcane Artifact) Permissions: Must possess the amulet and attune to its conflicting energies. Cost: 2 Refresh
Aspects:
- High Concept: Paradoxical Amulet of Soothing Premonition
- Trouble: Echoes of Ancient Abuse (The GM can compel this to cause the wearer to hesitate or feel overwhelming sadness in moments of triumph.)
Stunts:
- Vibrating Warning: Because the amulet vibrates to warn of danger, you gain +2 to Notice rolls to detect ambushes, traps, or hidden enemies before they strike.
- Seraphic Calm: You gain a +2 bonus to Will when defending against magical fear, intimidation, or mental trauma. The amulet’s light actively fights the darkness in your mind.
- Foreseer’s Glimpse (Once per Session): When you fail a defense roll against a physical attack, you may declare that the amulet showed you this moment seconds ago. You can force the attacker to re-roll their attack and take the lower result.
Stress Track:
- Lumina Charge: [ ] [ ] [ ] (Recovered by exposing the amulet to sunlight for a scene). You can mark a box to shed light in a zone for a scene or to activate Seraphic Calm on an ally in your zone.
Numenera & Cypher System
Name: Amulet of Seraphic Foresight Level: 5 Form: A medallion of blackened metal holding a sapphire that pulses with a soft, silver-blue rhythm. Effect:
- Passive: While worn, the user has an Asset on all Intellect defense rolls involving fear or emotional manipulation. The amulet also provides an Asset to Initiative tasks due to its subtle vibratory warnings.
- Active (Foreseer’s Glimpse): The user can activate the amulet as a reaction to a physical attack. The difficulty of the defense task is decreased by two steps for that single attack. Doing so forces the user to move one step down the Damage Track on the Intellect Pool (ignoring Armor) as a wave of psychic trauma hits them.
- Active (Soothing Insight): The user can touch the amulet to a creature to remove a negative mental status effect (like fear or confusion). Depletion: 1 in 1d20 (Check each time an Active ability is used).
Pathfinder (2nd Edition)
Amulet of Seraphic Foresight 779 Item 6 Uncommon, Divination, Emotion, Invested, Light, Magical Price: 230 gp Usage: Worn (Neck); Bulk: –
Description: This amulet is fused from blackened iron and a pulsing star-sapphire. It hums with a soothing melody while vibrating to warn of danger.
Activate: [Reaction] Envision (Foreseer’s Glimpse); Trigger: You are about to attempt a Reflex saving throw or are targeted by an attack; Frequency: Once per day. Effect: You gain a glimpse of the immediate future. You gain a +2 circumstance bonus to the triggering saving throw or to your AC against the triggering attack. If this bonus causes the attack to miss or the save to succeed, you become Dazzled for 1 round as the vision fades.
Activate: [Two-Actions] Interact (Soothing Pulse); Frequency: Once per hour. Effect: You touch the amulet and release a wave of calming light. You or an adjacent ally can attempt a new Will saving throw against one active emotion or fear effect with a +2 item bonus.
Passive Benefit: While invested, the amulet sheds dim light in a 10-foot radius and grants a +1 item bonus to Perception checks to Sense Motive and Initiative rolls.
Savage Worlds (Adventure Edition)
Amulet of Seraphic Foresight Type: Enchanted Item (seasoned) Weight: 0.5 lbs
Description: A sapphire set in dark metal that vibrates when danger is near and glows to soothe the mind.
Powers:
- Danger Sense (Edge): While worn, the character is considered to have the Danger Sense Edge. They get a Notice roll at +2 to sense ambushes, traps, or other hidden dangers. If successful, they start the encounter on Hold.
- Arcane Resistance (Trapping – Fear Only): The wearer adds +2 to all Spirit rolls made to resist Fear, Intimidation, or magical emotional control.
- Relief (Power): As an action, the wearer can activate the amulet to cast Relief on themselves or an adjacent ally. This removes Shaken status or Fatigue levels. This uses the amulet’s internal charges.
Charges: The amulet holds 5 Power Points (PP).
- Casting Relief costs 1 PP.
- Using the Danger Sense ability is passive and costs no PP.
- Recharge: The amulet regenerates 1 PP for every hour spent in direct sunlight.
Drawback (The Echo): If the wearer rolls a Critical Failure on a Notice check or Spirit roll while wearing the amulet, they suffer a level of Fatigue from a sudden onset of crushing, phantom sadness. This Fatigue can only be removed by an hour of rest (the Relief power cannot cure this specific Fatigue).
Shadowrun (Sixth Edition)
Name: Seraphic Foresight Amulet (Unique Focus) Category: Magical Focus / Alchemical Artifact Rating: 4 Availability: 16F (Forbidden/Unique) Cost: N/A (Priceless Artifact, estimated value 45,000¥)
Description: An ancient, blackened iron amulet containing a pulsing sapphire that radiates an astral signature of dual nature: jagged black spikes of trauma wrapped in soft, blue soothing mana. It vibrates physically when hostile intent is directed at the wearer.
Game Mechanics:
- Bonding: Requires 8 Karma to bond.
- Passive Effect (Astral Calm): While worn, the focus provides a +2 dice pool bonus to Composure Tests and tests to resist Fear or Intimidation.
- Passive Effect (Vibrating Warning): The user gains a +2 dice pool bonus to Perception Tests specifically to notice ambushes, traps, or hidden enemies (Visual and Tactile).
- Active Power (Foreseer’s Glimpse): The wearer may use a Minor Action to activate the amulet. For the next Combat Round, they gain the benefits of the Combat Sense spell at a Force equal to the Focus Rating (4), adding +4 dice to Defense Tests.
- Drain: Using this active ability causes 3S (Stun) damage (unresistable) as the wearer experiences a flash of the creator’s trauma.
- The Curse (Glitch): If the wearer rolls a Glitch on any test assisted by the amulet, the soothing light momentarily fails. The wearer suffers the Disoriented status for 2 Combat Rounds due to a psychic scream.
Starfinder (1st Edition)
Name: Amulet of Seraphic Foresight Level: 7 Price: 6,500 Credits Bulk: L Type: Magic Item (Worn, Neck)
Description: This heavy alloy necklace features a sapphire that pulses with light. It hums a low melody that seems to stabilize the wearer’s mood, while occasionally vibrating to warn of incoming fire.
Game Mechanics:
- Capacity: 4 Charges (Restores 1d4 charges daily after 4 hours of exposure to bright light).
- Passive (Lumina Sensor): While worn, you gain a +2 insight bonus to Perception checks and Sense Motive checks. The amulet sheds dim light in a 10-foot radius (can be suppressed as a Move action, but doing so suppresses the bonuses).
- Passive (Seraphic Mind): You gain a +1 morale bonus to Will saving throws against fear and emotion effects.
- Active (Precognitive Dodge): As a Reaction when you are targeted by an attack or forced to make a Reflex save, you can spend 1 Charge to gain a +4 insight bonus to your AC or Reflex save for that single instance.
- Active (Soothing Pulse): As a Standard Action, you can spend 2 Charges to touch an ally. They immediately reroll a failed saving throw against a fear or emotion effect with a +2 bonus.
- Drawback: If you roll a natural 1 on a saving throw while wearing this, you become Shaken for 1d4 rounds as the amulet projects a feeling of profound, ancient betrayal.
Traveller (Mongoose 2nd Edition)
Name: Seraphic-Pattern Psi-Talisman TL: 14 (Psionic/Biotech) Weight: Negligible Cost: MCr 1.5 (Rare/Illegal in some systems)
Description: A relic of unknown origin (possibly Ancient). It consists of a psychotropic crystal (sapphire) embedded in a dark, resonant alloy. It interfaces with the user’s latent psionic potential to project a calming field and interpret danger.
Game Mechanics:
- Requirement: The user must have a Psionic Strength (PSI) of at least 1 to utilize the active effects.
- Augment (Observation): The talisman vibrates in response to hostile intent. Grants DM+2 to all Recon and Investigate checks related to immediate danger.
- Augment (Calm): The crystal emits delta-wave radiation. Grants DM+1 to Willpower or Endurance checks to resist stress, panic, or fear.
- Active Ability (Flash-Prescience): By expending 2 Psi Points, the user can declare a “Dodge” against an incoming attack after the attack roll is made but before damage is applied. The user treats the attack as if they had performed a Dodge reaction (imposing a penalty on the attacker) without spending their reaction for the turn.
- Side Effect (Neural Echo): If the user takes damage while using the Flash-Prescience, they suffer a Bane on their next Psionic check due to a feedback loop of sorrow transmitted by the crystal.
Warhammer Fantasy Roleplay (4th Edition)
Name: Amulet of Seraphic Foresight Type: Magical Talisman Rarity: Unique Encumbrance: 0 Price: 60 GC (Estimated)
Description: A blackened gromril amulet holding a stone that glows with the light of Hysh (Light) but whispers with the shadows of Ulgu (Shadow). It feels cold against the skin.
Game Mechanics:
- Magical Sense: The wearer gains a +20 bonus to Perception Tests involving ambushes or hidden enemies.
- Light of Reason: The wearer gains a +10 bonus to Cool Tests to resist Fear and Terror.
- Active (The Glimpse): The wearer may spend a point of Fortune to force an enemy to reroll a successful attack made against the wearer. The enemy must accept the second result.
- Active (Soothing Light): The wearer may spend a point of Resilience to remove the Broken condition from themselves or one ally within 2 yards.
- The Curse: The amulet carries the stain of Dhar (Dark Magic). Whenever the wearer fails a Cool Test or suffers a Critical Wound, they gain 1 Corruption Point as the sapphire flashes red and whispers of inevitable doom.
