Lore: Legend tells of a master glassblower from the Prismatic Isles who lost his sight but wished to remember the beauty of the world. He spent his final years whispering his memories into molten glass, imbuing them with the pure, childlike wonder of seeing the horizon for the first time. The resulting stones, known as “Wonder-Sights,” were scattered across Saṃsāra to remind travelers that even in the darkest dungeon, there is something magnificent to behold. To wear one is to see the world not as a series of obstacles, but as a masterpiece in progress.
Description: A spherical, fist-sized orb of swirling, opalescent glass that never stays one color for more than a second. When peered into, the internal fractures and bubbles create kaleidoscopic patterns that seem to depict grand landscapes and celestial events in miniature. The orb is exceptionally light and stays perfectly clean, repelling dust and grime. It emits a faint, pleasant chiming sound, like crystal clicking against crystal, whenever the wearer encounters something new.
Stats
- Tier: 1
- Rarity: Common
- Armor Check (AC): 0
- Slot: Held (Off-hand) or Neck Slot (if mounted in a decorative net)
- Resilience: 3
- Health Points: 10
Skills Gained (Openly Worn)
- Investigation: +1 temporary skill point. The orb draws the wearer’s eye to the “interesting” details of an object or room.
- Diplomacy: +1 temporary skill point. It is hard to be hostile to someone who looks at you with genuine, infectious amazement.
Passive Magics
- Innocent Eye: The wearer is immune to the “Awe-Struck” or “Stunned” negative status effects caused by terrifyingly grand entities; instead, the wearer simply becomes “Amazed,” allowing them to retain their movement.
- Prismatic Glow: The orb sheds a soft, shifting light in a 10-foot radius. This light reveals hidden colors and textures in mundane objects, granting a +2 bonus to identify the quality of materials or gems.
Active Magics
- Mirrored Marvel (Normal Casting): As an action, the wearer can hold the orb aloft. It catches the ambient light and projects a brief, dazzling display of kaleidoscopic patterns. Any hostile creature within 15 feet must succeed on a Will Save or be momentarily distracted (losing their Reaction for the round) as they find themselves briefly mesmerized by the beauty.
- Shared Perspective (Ritual Casting): Over 5 minutes, the wearer can touch the orb to an ally’s forehead. For the next hour, that ally shares the wearer’s sense of wonder, granting them Advantage on saves against Fear effects.
Tags: glass, prismatic, wonder, light, sight, kaleidoscopic, relic, tier 1, common, beauty, memory, chiming, curiosity, kaleidoscope, opalescent, shimmer, clarity, spectacle, awe, refractive, discovery, crystalline, vivid, inspiration
Discovery and Commerce of the Wonder-Sight
The acquisition of Item 8821 of Amazed is often a serendipitous event, as the orb tends to “reveal” itself to those whose spirits are open to the marvelous. In the world of Saṃsāra, where magic and mundane reality often bleed together, an avatar might encounter this opalescent sphere through several poetic avenues:
- Prismatic Isle Residue: They are occasionally found washed up on white-sand beaches or nestled in the tidal pools of the Prismatic Isles, looking like oversized pearls that have swallowed a rainbow.
- Legacy of the Glass-Smith: Some orbs are inherited from elderly storytellers or eccentric artists who believe the world is too beautiful to be seen through cynical eyes.
- Artistic Manifestation: In rare instances, an orb may spontaneously form from the cooling slag of a glassblower’s kiln if the artisan was experiencing a moment of profound inspiration or joy during their work.
Merchant Venues and Specialized Shops
Because the Wonder-Sight is a tool of perception rather than a weapon of utility, it is primarily traded in markets catering to the senses, the arts, and the curious.
- Antique Curio Shops and Oddity Emporiums: These cluttered, dusty shops are filled with the scent of old paper and beeswax. The orb is usually found sitting on a velvet cushion in a window where it can catch the morning sun. The merchant sells it not as a “stat-booster,” but as a way to “see the world anew.” In these whimsical establishments, the cost is typically a modest 120 to 160 Silver (or 1.2 to 1.6 Gold).
- Traveling Carnivals and Performer Wagons: Among the jugglers and illusionists, the Wonder-Sight is a common prop. These vendors are more likely to haggle, often selling the items to travelers who look like they’ve “forgotten how to smile.” Here, an avatar might trade a good story or a rare song to lower the price, but the standard cost is roughly 80 to 110 Silver.
- High-End Optical Studios and Gem-Cutters: In the grand plazas of enlightened cities, these orbs are treated as high-grade sensory instruments. They are kept in polished brass mountings and sold alongside expensive telescopes and microscopes. These merchants focus on the “Prismatic Glow” utility for identifying gems, driving the price up to a sophisticated 200 to 250 Silver (2 to 2.5 Gold).
Trade Values and Economic Realities
The value of “Amazement” fluctuates based on the emotional and visual landscape of the local region.
- In Safe, Beautiful Areas (Tripled AC): In a lush garden-city or a coastal paradise, the orb is almost redundant. Merchants see it as a toy for children or tourists and will offer a meager 30 to 50 Silver for it.
- In Dreary or Oppressive Areas (Halved AC): In gray industrial hubs, smog-choked mining towns, or underground warrens where color is a memory, the orb is a psychological lifeline. A jaded laborer or a weary guard might pay a premium of 140 to 180 Silver just to see a kaleidoscope of colors once a day.
- Resale Nuance: If the orb becomes scratched or loses its “Prismatic Glow” (low Resilience), its value plummets, as the “Amazement” becomes blurred and frustrating to the eye.
The Lens of Infinite Marvel: Roleplaying the Wonder-Sight
Roleplaying with Item 8821 of Amazed requires the avatar to adopt a perspective of relentless, wide-eyed curiosity. The “Amazed” state is a proactive engagement with the world, where the avatar finds beauty in the horrific and wonder in the mundane. The roleplay is characterized by vocalizing delight, pausing to admire textures, and using the infectious nature of awe to disarm the cynical.
Offensive Roleplay: The Distracting Spectacle
Offensively, the orb is used to hijack the attention of others, forcing them to share in the avatar’s overwhelming sense of wonder until they forget their hostile intent.
- In Combat against Grim Foes: When facing dour mercenaries or joyless constructs, the avatar roleplays Mirrored Marvel. The player describes the avatar holding the orb into a sliver of light, laughing with genuine delight as the room explodes into a kaleidoscopic dance. The offense is roleplayed as a “beauty-bomb”—the avatar uses the moment of the enemy’s distraction not just to strike, but to point out how the light catches their armor, further confusing the foe with unprompted compliments and shimmering colors.
- During High-Stakes Social Infiltration: The avatar uses the Investigation bonus to “over-appreciate” their surroundings. The player describes the avatar wandering into a restricted area but acting so genuinely enchanted by the architecture or a simple vase that guards find it difficult to maintain a threatening posture. The roleplay focuses on using “Amazement” as a social cloak; the avatar isn’t a spy, they are merely a “passionate admirer of fine masonry.”
- Against Eldritch or Horrific Entities: When others cower, the avatar utilizes the Innocent Eye. The player describes the avatar stepping forward to look at a terrifying beast, not with fear, but with a biologist’s rapture. “Look at the way the void-ichor refracts the light!” the avatar might shout. This aggressive display of wonder can unsettle enemies accustomed to inspiring terror, shifting the psychological momentum of the fight.
Defensive Roleplay: The Prismatic Shield
Defensively, the Wonder-Sight acts as a mental and visual filter that prevents the avatar from being overwhelmed by despair, darkness, or the crushing weight of the world’s “Ugliness.”
- In Dark or Monochromatic Dungeons (Zero AC): In environments designed to drain the spirit, the avatar roleplays the Prismatic Glow. The player describes the orb as a “lantern of hope,” where every gray stone is revealed to have veins of violet and gold under the orb’s light. The defense is roleplayed as a refusal to see the world as dark. The avatar maintains the party’s morale by constantly discovering “marvelous” moss patterns or “exquisite” stalactite formations, keeping the “Stunned” status of despair at bay.
- Protecting Allies from Fear: Through Shared Perspective, the avatar roleplays a “contagious curiosity.” The player describes the avatar pressing the orb to a trembling ally’s brow, whispering about the magnificent scale of the dragon’s scales or the fascinating geometry of the ghost’s haunting. The defense is roleplayed as a mental anchor; by forcing the ally to look at the “Amazing” details, the avatar prevents the ally’s mind from being consumed by the “Fearful” whole.
- In Urban Crowds or High-Chaos Environments: The avatar uses the Diplomacy bonus to de-escalate tension. When confronted by an angry mob or a frustrated merchant, the player describes the avatar becoming “Amazed” by the person’s passion or the intricate stitching of their common tunic. It is roleplayed as a “Soft Defense”—the avatar’s genuine wonder acts as a mirror that makes the aggressor feel seen and valued, often causing them to lower their weapons in sheer bewilderment.

Perception of Activation:
- User’s Perspective
- The moment the orb is engaged, the user feels a light, bubbly sensation in their chest, akin to the breathless lift of a steep drop or the first spark of a brilliant idea.
- Their vision undergoes a dramatic shift: the “visual noise” of the world vanishes, replaced by a crystalline clarity where every edge is traced in a faint, shimmering spectrum.
- The air around the user begins to hum with the sound of a thousand tiny crystal bells, and they feel a gentle, cool “breeze” that exists only in the mind, smelling of ozone and fresh rain.
- Colors that were once dull now pulse with an inner life; the wood grain of a table might appear as a swirling, ancient river, while a common stone reveals a galaxy of microscopic glints.
- Observer’s Perspective
- Observers see the opalescent orb suddenly ignite with an internal storm of swirling, nebular colors that move too fast for the eye to track.
- The light cast by the orb is not static; it projects “God-rays” of shifting violet, gold, and teal that dance across the walls and the faces of those nearby.
- The user’s eyes may appear to reflect these kaleidoscopic patterns, giving them an unsettling but mesmerizing gaze of absolute, unblinking focus.
- A soft, pleasant “tinkling” resonance fills the area, momentarily dampening the harsh sounds of metal, shouting, or wind.
- Extra-Sensory Perceptions (Mind’s Eye and Beyond)
- Aura of Awe: Those with empathy-based abilities feel a sudden wave of “lightness” emanating from the user, a psychic signature that is remarkably free of cynicism, malice, or fear.
- The Weave of Beauty: To those who see magic, the activation appears as a prismatic lens that temporarily “re-aligns” local mana. Instead of chaotic threads, the mana flows into beautiful, geometric lattices around the orb.
- Thought-Coloring: Telepaths or mind-readers perceive the user’s thoughts as a rapid succession of vivid, abstract images and “sparkles” rather than linear language, making their true intentions difficult to parse through the sheer volume of wonder.
- Temporal Stasis (Minor): On a subconscious level, time seems to “stretch” for the user. A single second of beauty feels like a minute, providing the mental space needed to process complex visual information.
- Positives
- The “Innocent Eye” allows the user to witness terrifying, world-shaking events without the paralyzing grip of existential dread, turning a “fear save” into a “curiosity check.”
- The heightened visual acuity allows for the detection of “flaws” in structures or “tells” in a liar’s expression, as the orb highlights inconsistencies as ugly, clashing colors.
- The “Shared Perspective” can be a powerful tool for de-escalating trauma in allies, literally overwriting their panic with the user’s borrowed sense of peace.
- Negatives
- The user can become “Obsessively Amazed,” finding a simple puddle so fascinating that they ignore immediate physical dangers like an approaching blade or a crumbling ledge.
- The “Mirrored Marvel” is indiscriminate; while it distracts enemies, it can also momentarily mesmerize allies who aren’t prepared for the sudden sensory explosion.
- Prolonged use can lead to “Sensory Burnout,” where the real, un-enhanced world feels painfully gray and depressing for several hours after the orb is deactivated.
The Transmutation of Crystalline Wonder
Materials Needed
- 1 Sphere of Flawless Lead Crystal: Must be hand-blown and completely free of internal clouding or iron-tint.
- 1 Dram of Prismatic Quicksilver: A rare, liquid metal that reflects all seven primary colors simultaneously.
- 3 Feathers from a Bird of Paradise: Specifically the iridescent throat feathers, used to “seed” the internal color swirls.
- 1 Vial of “First Sight” Tears: Collected from a person experiencing a moment of profound, positive revelation.
- A Spool of Golden Gossamer Thread: For creating the internal fractures that catch and throw the light.
Tools Required
- A Master’s Kiln: Capable of maintaining precise temperatures that allow glass to soften without losing its spherical tension.
- Precision Etching Needles: Made of diamond-tipped silver for inscribing the internal patterns.
- A Vacuum Bell Jar: To ensure the prismatic quicksilver is sealed inside the core without any oxygen to dull its luster.
- Resonance Tuning Forks: Calibrated to the frequency of “Joy” to align the crystal’s internal lattice.
Skill Requirements
- Master Glassblowing (Trained): Minimum level 2. The artisan must be able to manipulate the glass while it is in its “honey-state” with absolute stability.
- Arcane Infusion (Trained): Minimum level 1. Required to bind the “First Sight” emotion into the physical structure of the glass.
- Emotional Anchoring: The crafter must maintain a state of genuine curiosity and happiness throughout the eight-hour cooling process, as the glass is sensitive to the artisan’s psychic intent.
Crafting Steps
- The Core Injection: Heat the crystal sphere until it reaches a dull red glow. Use a specialized needle to inject the prismatic quicksilver into the exact center of the orb.
- The Gossamer Fracture: While the glass is cooling, use the golden thread to create intentional “mirrored fractures” by rapidly cooling and reheating specific thin channels within the sphere.
- The Emotional Seeding: As the glass transitions from liquid to solid, pour the “First Sight” tears onto the surface. The moisture must be absorbed into the microscopic pores of the glass rather than evaporating.
- The Feather Weave: Introduce the iridescent feathers into the kiln’s secondary chamber. Their ash must be allowed to settle into the fractures created by the gossamer thread, providing the “kaleidoscopic” pigments.
- The Resonance Strike: Strike the tuning forks in a specific sequence around the cooling jar. The vibrations must cause the internal quicksilver to swirl in a permanent, non-repeating nebular pattern.
- The Final Polish: Once cold, the orb must be polished with crushed silk and moonstone dust until the surface is so smooth it repels the touch of common dirt.
Breath-Man Who Made Hard-Water of Big-Staring
In the cycles of the long-ago, when the water-places were very wide and the lands were broken into the Many-Color Stones (the Prismatic Isles), there lived a dirt-walker. The mouth-sounds used to know him were Illo. Illo was the master of the fire-breathing-house. He possessed the great magic of the lung-wind. He took the hot-dirt of the beach, the sand-that-bites, and he pushed his lung-wind into it until it became the water-that-is-hard. He was the maker of the drinking-cups and the seeing-plates.
Illo possessed the eye-doors of the great catching. He looked at the sky-fire and did not look away. He caught the ribbons of the light. He saw the secret-colors hiding in the feathers of the flying-meat and the petals of the ground-stars. Every day, the brain-sponge of Illo was filled with the happy-shock of the world. He was the man of the perpetual big-staring.
But the time-wheel is heavy, and it crushes the soft-meat of the dirt-walkers. The fire of the breathing-house was a jealous demon. For many moon-circles, the bright-bites of the kiln-demon attacked the eye-doors of Illo. The eye-doors became tired. They grew the white-clouds inside the seeing-jelly. Then, the white-clouds became the hard white-stones. The eye-doors of Illo were shut forever. The Great Dark fell upon his brain-sponge.
Illo did the sitting-think in the dark-corner. He made the salt-water of the great sadness run down his face-meat. He spoke to the empty-air, “The world is the grand-painting of the sky-spirits, but my head is an empty black sack. The ribbons of the light are gone. I am forgetting the shape of the laughing-water. I am forgetting the green-fire of the spring-leaves. The happy-shock is leaking out of my ear-holes.”
The other dirt-walkers of the Many-Color Stones brought him the sweet-bread and the fermented-berry-water, but he refused the swallowing. He only desired the big-staring. He feared the grey-mind would eat his soul-vessel.
Then, in the deepest part of the Great Dark, the mind-bird of Illo sang a violent song. Illo forced his walking-legs to stand. He used his feeling-sticks, his fingers, to touch the walls and find the fire-breathing-house. He stood before the kiln-demon. He said the words of the great stubbornness: “You ate my eye-doors, but you will not eat my mind-pictures. I will trap the happy-shock before it escapes the brain-sponge.”
Illo took the best hot-dirt, the sand of the purest white. He made the kiln-demon roar with the ultimate heat. He placed the hot-dirt upon his metal-blowing-stick. He brought the hot-dirt to his face-hole.
Illo did not just push the ordinary lung-wind. He pushed the heavy magic. He pushed the memory of the sky-fire going into its hole. He pushed the memory of the fish-scales flashing in the river. He pushed the memory of the child-laughing. He whispered the secrets of the colors into the glowing glass-bubble. “You must remember the violent-purple of the storm-clouds,” he whispered to the hot-dirt. “You must remember the sharp-gold of the crown-metal.”
He wept the salt-water of the great sadness, and the tears fell upon the hot-dirt. But because of the happy-shock memories, the tears turned into the liquid-rainbow. He spun the metal-stick. He folded the glass over the memories. He trapped the big-staring inside the sphere.
When the hot-dirt became the cold water-that-is-hard, it was not an empty ball. Illo could not do the seeing of it, but the other dirt-walkers did the seeing. When they looked at the ball of Illo, they did the falling-down of the knees. Their own eye-doors became wide like the full moon-cheese.
Inside the ball, the colors were doing the eternal dancing. The ribbons of light were having a chaotic party. It was the kaleidoscope-madness of the pure beauty. The dirt-walkers who looked at it forgot their hungry-bellies. They forgot the anger of their neighbors. They felt the sudden bubbly-air in their chest-cages. They were infected with the happy-shock. They did the big-staring.
Illo felt the heat of the light on his skin and heard the dirt-walkers gasping the surprise-air. He smiled with his face-meat. He knew the beauty of his brain-sponge was not dead; it was just living in the glass-pocket.
Illo became the maker of the many Wonder-Sights. He did not make the drinking-cups anymore. He only made the balls of the happy-shock. He gave them to the travelers, the fighters, and the sad-kings. He told them, “When the world is the ugly-place of the grey-dirt, do not let your mind-bird die. Look into the ball. Do the big-staring. Remember the masterpiece-making.” And the balls traveled across the wide-dirt, bringing the cure for the grey-mind to all the hidden corners.
The moral of the story: He who traps the dancing-colors of the happy-shock inside his head-meat will never walk in the true Great Dark, and the lung-wind of the pure memory can make the unseeing-stones sing to the sad-eyes of the world.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
The Prismatic Lens of Illo
- Item Type: Artifact (Enchanted Glass)
- Description: A swirling, opalescent orb that captures and refracts light into impossible, kaleidoscopic patterns.
- Game Mechanics:
- Sanity Support: When witnessing a terrifying entity or event that requires a Sanity roll, the investigator may gaze into the orb. This grants a Bonus Die to the Sanity roll. If the roll is failed, the investigator loses 1 fewer Sanity point (minimum 1) as the horror is filtered through a lens of clinical wonder.
- Passive (Aesthetic Clarity): The investigator gains a +20% bonus to Spot Hidden or Appraise rolls when examining intricate objects, art, or ancient architecture.
- Active (Mesmeric Display): By spending 1 Magic Point and presenting the orb, the user can attempt to distract a human opponent. The target must succeed in an Opposed POW Roll or be “Amazed” for 1D3 rounds, during which they cannot take offensive actions.
- The Cost: The user suffers a Penalty Die on all Listen and Track rolls while the orb is active, as they are too captivated by the visual spectacle to notice subtle cues.
- Syntax: Must be held in one hand to function.
Blades in the Dark
The Glimmer-Glass Orb
- Item Type: Fine Relic (Arcane)
- Description: A fist-sized sphere of “hard-water” containing the captured memories of a master artisan.
- Game Mechanics:
- Tier: 1 (Fine Quality)
- Load: 1 (Carried in hand or a protective net)
- Passive (Innocent Eye): You are immune to the Awe-Struck or Terrified consequences from supernatural entities. Instead, you gain the “Amazed” condition, which allows you to act normally but forces you to approach the entity to get a better look.
- Active (Shared Wonder): During a downtime activity or a score, you may spend 1 Stress to project a prismatic field. This allows you and your crew to ignore the effects of a “Desperate” position’s mental pressure for one action, treating it as “Risky” instead.
- Active (Flash of Insight): Spend 1 Stress to gain +1d to a Study or Sway roll by pointing out a beautiful or marvelous detail that others have missed.
- Syntax: Occupies 1 load slot.
Dungeons & Dragons (5th Edition)
Item 8821: Orb of Eternal Wonder
- Wondrous Item, Common
- Description: This glass sphere swirls with ever-changing colors. When you hold it, the world seems brighter and full of hidden beauty.
- Game Mechanics:
- Passive (Childlike Awe): While holding this orb, you have advantage on saving throws against being Frightened. If an effect would cause you to be Stunned by a visual display, you are instead charmed by the source of the display until the end of your next turn.
- Passive (Prismatic Sight): You gain a +2 bonus to Intelligence (Investigation) and Charisma (Persuasion) checks.
- Active (Dazzling Pattern): As an action, you can hold the orb aloft. Each creature within 10 feet of you that can see the orb must succeed on a DC 12 Wisdom saving throw or be distracted by the display. A distracted creature cannot use its reaction until the start of its next turn.
- Active (Shared Perspective): As a ritual (10 minutes), you can allow up to 6 creatures to gaze into the orb. For the next hour, these creatures have advantage on Wisdom saves against Fear.
- Syntax: Requires Attunement.
Knave (2nd Edition)
The Glass-Smith’s Marvel
- Item Type: Wondrous Item (1 Slot)
- Description: A sphere of glass that hums with the sound of bells. It turns every shadow into a prismatic dance.
- Game Mechanics:
- Armor: 0 (Occupies 1 item slot).
- Passive (Undaunted): You automatically pass any check to resist fear caused by “Grand” or “Beautiful” monsters (e.g., Dragons, Angels, High Spirits).
- Passive (Keen Eye): When searching a room for treasure or hidden features, you may roll 2d20 and take the highest result.
- Active (Hypnotic Swirl): Once per day, you may brandish the orb at a group of enemies. They must make a WIS Save or spend their next turn staring at the orb in silent amazement.
- Active (Rainbow Light): The orb can be commanded to shed light as a torch. This light is multicolored and reveals the true value of any treasure it touches.
- Syntax: Must be held to provide passive bonuses. 1 slot.
Fate (Core/Condensed)
The Prismatic Eye of Illo
- Item Type: Extra / Personal Gear
- Description: A fist-sized opalescent sphere. When carried, the world is perceived not as a series of threats, but as a masterpiece of infinite complexity.
- Game Mechanics:
- Aspect: Infected by the Happy-Shock. This aspect can be invoked when the user needs to stand firm against overwhelming terror or find a subtle beauty in a bleak situation. It can be compelled to cause the user to wander off-path or miss a tactical threat because they were “too busy staring at the marvelous moss.”
- Stunt (Shared Revelation): Once per scene, you may use your turn to describe a magnificent detail of the environment to an ally. If you do, that ally may clear their lowest-level physical or mental stress box.
- Passive Bonus: Gain a +2 to Investigate when examining objects for craftsmanship, history, or hidden flaws.
- Syntax: Occupies an Aspect slot or is purchased as an Extra.
Numenera & Cypher System
Kaleidoscopic Wonder-Glass
- Item Type: Artifact (Level 1d6)
- Description: A spherical orb of “hard-water” from the Prismatic Isles. It hums with a frequency that eases the mind and sharpens the eye.
- Game Mechanics:
- Level: 1d6
- Form: Spherical orb, usually kept in a silk-lined pouch or held in the off-hand.
- Effect (Passive): All tasks involving Perception and Appraisal are eased by one step. Additionally, the wearer gains +1 to their Intellect Edge for the purpose of resisting fear or existential dread.
- Effect (Active): By spending 2 points from your Intellect Pool, the orb flares with kaleidoscopic light. All enemies within short range must succeed on an Intellect defense roll or be “Amazed,” making all their offensive tasks hindered by one step for one minute.
- Depletion: 1 in 1d20. (When depleted, the orb becomes clear, mundane glass).
- Syntax: Counted toward your Artifact limit.
Pathfinder (2nd Edition)
Item 8821: Glimmering Orb of Awe
- Item Type: Wondrous Item, Level 2
- Description: This swirling glass orb grants the wielder a childlike perspective of the world, turning even the most terrifying sights into objects of curiosity.
- Game Mechanics:
- Usage: Held (1 hand) or Worn (Neck); Bulk: L
- Traits: Magical, Invested, Illusion, Mental.
- Passive (Undaunted Curiosity): You gain a +1 item bonus to Will saves against Fear effects. If you fail a save against an effect that would make you Frightened, you may choose to be “Amazed” instead. While Amazed, you do not take the status penalty to checks and DCs, but you must spend at least one action on your turn move closer to or interact with the source of your amazement.
- Activate (Single Action – Interact): You hold the orb aloft. Creatures in a 15-foot cone must succeed at a DC 16 Will save or be Dazzled for 1 round as the prismatic patterns overwhelm their senses.
- Activate (10 Minutes – Ritual): You use the orb to cast Charm (Level 1), but only if the target is an artist, craftsman, or someone who appreciates beauty.
- Syntax: Standard PF2e invested item formatting.
Savage Worlds (Adventure Edition)
The Wonder-Sight Sphere
- Item Type: Arcane Device
- Description: A shimmering orb that chimes when it detects something new or beautiful.
- Game Mechanics:
- Rank: Novice
- Passive (Nerves of Steel): The user gains the Nerves of Steel Edge. If they already have it, they gain +1 to all Spirit rolls to recover from being Shaken.
- Passive (Eagle Eyes): The user gains a +2 bonus to Notice rolls involving sight and ignores -2 of penalties from Dim or Dark lighting as the orb highlights the spectrum.
- Power (Mesmerize): The stone has 5 Power Points. The user can cast the Stun power (representing the overwhelming beauty of the orb). Each use costs 2 PP and uses the user’s Smarts as the arcane skill.
- Syntax: Power Points recharge at a rate of 1 per hour. If the orb is ever broken (Resilience 3), its magic is lost.
Shadowrun (6th Edition)
The Kaleidoscope Sim-Core
- Item Type: Magical Focus / Sensory Processor
- Description: A golf-ball-sized sphere of opalescent glass that appears to “leak” colored light into the wearer’s peripheral vision. It filters the harsh, neon reality of the sprawl into a high-saturation work of art.
- Game Mechanics:
- Passive (Awe-Stabilizer): The wearer gains a +2 dice pool bonus to resist Composure tests involving fear or intimidation.
- Passive (Prismatic Overlay): When using Perception to identify high-quality tech, rare materials, or magical auras, the wearer gains a +1 dice pool bonus.
- Active (Dazzle Burst): As a Minor Action, the user can pulse the orb. All targets in a 5-meter radius suffer a -1 dice pool penalty to their next action as they are briefly overwhelmed by a surge of “Beautiful Data.”
- The Cost: While active, the wearer suffers a -1 penalty to any “Detection” tests involving mundane, drab threats (like a grey-clad guard in a grey hallway) because they simply aren’t “interesting” enough for the orb to highlight.
- Syntax: Must be attuned (3 Karma). Occupies the “Held” or “Pendant” slot.
Starfinder (2nd Edition / Playtest)
Item 8821: Prismatic Nebula Orb
- Item Type: Wondrous Item / Tech-Magic Hybrid (Level 2)
- Description: A sphere of solidified starlight captured in a glass casing. Looking into it feels like staring into the heart of a vibrant, living galaxy.
- Game Mechanics:
- Usage: Held (1 hand) or Worn (Neck); Bulk: L
- Passive (Scientific Wonder): You gain a +1 item bonus to Life Science and Physical Science checks. Your sense of wonder makes you immune to the “Cowering” condition; you are instead “Fascinated” by the source of the fear.
- Passive (Kaleidoscope Vision): You ignore the “Concealed” miss chance for targets within 30 feet, as the orb highlights their movement in vibrant, clashing colors.
- Active (Awe-Strike – Standard Action): You hold the orb aloft. One creature within 30 feet must succeed at a Will Save (DC 15) or be “Off-Guard” for 1 round as they become mesmerized by the orb’s internal patterns.
- Syntax: Requires the Invested, Magical, and Visual traits.
Traveller (2nd Edition – Mongoose)
Ancients’ Perspective Lens
- Item Type: TL 16 Sensory Artifact
- Description: A crystalline sphere that resonates with a low, musical chime. It was reportedly found in a ruin where every surface was carved with impossible, beautiful geometries.
- Game Mechanics:
- Tech Level (TL): 16
- Passive (Morale Anchor): The wearer gains a +1 DM to all SOC or END checks made to resist the psychological “Space-Madness” of long-duration travel in confined quarters.
- Passive (Detailed Appraisal): The wearer gains a +1 DM to Broker and Science checks when evaluating the quality or origin of unknown artifacts or rare minerals.
- Active (Stroboscopic Distraction): As an incidental action, the wearer can shake the orb. Any creature attempting to attack the wearer in the same round suffers a -1 DM to their roll as the shifting light patterns disrupt their depth perception.
- Syntax: Occupies 1 Slot. Does not require power (it utilizes ambient photon energy).
Warhammer (Fantasy Roleplay 4th Edition / 40k Imperium Maledictum)
The Saint’s Prismatic Bauble
- Item Type: Minor Artifact / Curio of Holy Wonder
- Description: A glass orb that hums with a nervous, holy energy. To the commoner, it is a toy; to the faithful, it is a way to see the Emperor’s light even in the filth of a Hive World.
- Game Mechanics:
- Traits: Beautiful, Fragile (Resilience 3), Distracting.
- Passive (Innocent Zeal): The wearer gains a +10 bonus to all Cool or Willpower Tests made to resist the “Fear” or “Terror” traits of Xenos or Daemons. The wearer finds the “sublime geometry” of the horror more interesting than its threat.
- Passive (Aesthetic Discernment): The wearer gains a +10 bonus to all Evaluation or Perception Tests when examining art, jewelry, or relics of the faith.
- Active (Blinding Beauty): Once per combat, the wearer can present the orb. All enemies within 5 yards must pass an Endurance Test or suffer 1 Blinded Condition as the orb catches the light in a searing, kaleidoscopic flash.
- The Price: If the wearer fails a Perception test while using the orb, they are “Distracted” by a mundane object for 1 round, unable to take Actions (only Move).
- Syntax: Must be held or worn openly. In 40k, this may be viewed as a “Distraction from Duty” by more Puritan Inquisitors.
