Lore: This artifact is the result of a philosophical collision between the excessive joy of the Celestial Harmonica and the crushing nihilism of Ward 17 of Emptiness. It was crafted by a deaf ascetic known as “The Weaver of Pauses,” who believed that the most beautiful note in any song is the silence between the beats. Seeking to tune the celestial instrument to the frequency of the void, the Weaver wrapped the silver harmonica in the threadbare scroll-cloth of the Ward and submerged it in liquid obsidian. The resulting instrument does not play music that fills the air; it plays “Anti-Notes” that unravel the density of the material world. It is said that playing it does not produce sound, but rather erases the noise of the universe, allowing the spirits of the dead to hum along.
Description: A hauntingly beautiful musical instrument carved from a single block of vantablack obsidian, fitted with the shimmering silver reeds of the original harmonica. The obsidian absorbs all light, making the silver reeds appear to float in a void. It is bound in strips of grey, threadbare prayer cloth covered in faded script that shifts when not observed. When air is blown through it, no audible tone is produced; instead, the air around the player ripples like heat haze, and the listener feels a vibration in their teeth and marrow. It feels impossibly cold to the touch.
Stats
- Tier: 2
- Rarity: Rare
- Weight: 1 lb.
- Skill Affinity: Performance, Stealth, Occult.
- Value: ~1,600 Gold.
Tags: Tier-2, Merged-Relic, Musical-Instrument, Void-Sonic, Ethereal-Stealth, Spirit-Communication, Sound-Dampening, Phase-Shifting, Mental-Defense, Anti-Material, Null-Frequency, Ghost-Tuner, Obsidian-Wind, Sensory-Deprivation, Spectral-Anchor, Void-Song, Reality-Damping, Silent-Orchestra
Multiple Passives Magic
- Aura of the Silent Note: The wielder projects a constant 10-foot radius of supernatural quiet. While holding the instrument, the wielder has Advantage on Stealth checks involving sound. Additionally, the wielder gains Spirit Sight, allowing them to see into the Ethereal Plane and perceive ghosts or invisible entities out to 30 feet.
- Dissonant Displacement: The wielder exists partially out of phase with reality. They gain a +1 Bonus to Armor Class (or Defense) as physical attacks have a chance to pass harmlessly through their blurred form.
- Emotional Void: The wielder is immune to the Charmed and Frightened conditions, as the artifact dampens the emotional spikes required for these effects to take hold.
Multiple Active Magics
- Etude of Discorporation (Action, 1/Short Rest): The wielder plays a silent scale. For up to 1 minute (Concentration), the wielder becomes Incorporeal. They can move through solid objects and creatures as if they were difficult terrain (taking 1d10 Force damage if they end their turn inside an object). While in this state, they are immune to non-magical damage but cannot make physical attacks.
- Hymn of the Hollow Sanctuary (Action, 1/Long Rest): The wielder plays a sustained, vibrating chord. A 20-foot radius sphere of “Empty Reality” centers on them. Inside this zone:
- All sounds are silenced (as per the Silence spell).
- Enemies treat the area as Difficult Terrain as their bodies feel heavy and unsubstantial.
- Allies within the zone gain Resistance to all Physical Damage (Bludgeoning, Piercing, Slashing) as their forms blur and fade.
- Resonance of the Departed (Action, 1 Charge): The wielder targets a corpse or a spirit within 30 feet. By playing the “Song of Unbinding,” they can force the spirit to answer three questions truthfully (as Speak with Dead) or banish a possessing entity (forcing a Charisma/Will save to exorcise the spirit).
Specific Slot: Tool (Musical Instrument). Occupies one hand to play; can be worn on a lanyard around the neck when not in use.
Item Hit Points & Magic Disruption The Resonator of the Empty Chord 394 possesses 50 Magical Integrity Hit Points. These points represent the delicate balance between the vibrating silver reeds and the light-absorbing obsidian shell.
- Targeting: To disable the magic, an attacker must target the “Silver Reed-Plate” embedded in the obsidian. This requires a Called Shot with a -4 penalty due to the item’s small size and blurring aura.
- Defenses: The Resonator has an Armor Class (AC) of 18. It is Vulnerable to Thunder damage (sonic resonance shattering the obsidian) and Radiant damage (which disrupts the void-magic). It is Immune to Cold and Necrotic damage.
- Thresholds of Destabilization:
- 25 HP or lower (Fractured Silence): The obsidian casing cracks, leaking a high-pitched, audible whine. The Aura of the Silent Note dissipates, removing the Stealth advantage and Spirit Sight.
- 0 HP (Shattered Void): The silver reeds snap and the obsidian crumbles into dust. All magic ceases. The item becomes a pile of non-magical debris and cannot be used until fully reconstructed.
Repairing the Item Repairing this artifact requires a ritualistic craft known as “The Tuning of the Null-Note.”
- Materials:
- Liquid Shadow: Harvested from the plane of shadow or created alchemically (Cost: ~25 Gold).
- Pure Silver Wire: To replace the reeds (Cost: ~10 Gold).
- A Jar of Absolute Silence: A magical component captured in a zone of Silence (Cost: N/A, must be gathered).
- Process: The repair takes 1 hour and must be performed in total silence.
- Skill Check: Requires a Performance check (DC 16) to tune the reeds to a frequency the human ear cannot hear, or a Jeweler’s Tools check (DC 15).
- Action: The crafter must solder the silver reeds using the Liquid Shadow, ensuring they vibrate without producing sound waves.
- Result: A successful check restores the item to full HP. A failure results in a “Screaming Repair,” where the instrument emits a deafening shriek (3d6 Thunder damage to the crafter) and remains broken.
The Resonator of the Empty Chord 394 is a Tier 2 artifact that sits at the intersection of musical performance, stealth, and necromancy. It is a niche item, highly prized by Bards who specialize in espionage (College of Whispers types), Assassins who need to bypass physical walls, and Mediums who wish to commune with the dead without the noise of the living world interfering. Because its creation involves the destruction of a holy ward and the corruption of a celestial instrument, it is often viewed with suspicion by orthodox churches, restricting its sale to grey markets and specialized occult venues.
Shops and Venues:
The Silent Gallery (Underground Performance Hall)
- Description: Located beneath the opera house of a major metropolis, this venue is accessible only through a door marked with a musical rest symbol. Inside, the air is under a permanent Silence spell. Patrons—spies, mimes, and telepaths—communicate via sign language or slate. The Resonator is displayed in a vacuum-sealed glass tube to prevent its “Anti-Notes” from disturbing the patrons.
- Buying/Selling: To purchase the item, one must prove they understand the value of silence. The proprietor, a Kenku mime, demands a performance. The buyer must play an instrument without making a sound (pantomime) so convincingly that the audience feels the emotion of the song. If successful, the transaction proceeds via written ledger.
- Cost:1,600 – 1,900 Gold (Often paid in 160 – 190 Platinum bars to minimize the clinking of coins).
- Premium: The price here includes a custom-fitted velvet case lined with lead to dampen the item’s aura when not in use.
The Ossuary of Forgotten Refrains (Necropolis Market)
- Description: A shop built inside a repurposed mausoleum within the city of the dead. The walls are lined with bone flutes and drums made of tanned skin. The air smells of stale incense and grave dust. The proprietor is a Grave-Cleric or a sentient Undead who values the Resonator for its ability to bridge the gap between the living and the dead.
- Buying/Selling: Transactions here are somber and ritualistic. The seller will ask the buyer to use the Resonator’s Resonance of the Departed on a specific skull in the shop to prove they have the “Spirit Sight.” Payment is often requested in goods that comfort the dead, such as rare grave-goods or memories encapsulated in crystals.
- Cost:1,400 – 1,600 Gold (Value).
- Trade Option: The proprietor will accept a Vial of Banshee’s Breath or a Tier 2 Soul-Gem in direct trade, bypassing coin entirely.
The Aether-Broker’s Observatory (Floating Island Boutique)
- Description: A high-tech, steam-powered tower located on a drifting skyscape. The shop specializes in phase-shifting gear and void-tech. The Resonator is marketed here not as a musical instrument, but as a “Sonic Displacement Tool” for explorers who need to walk through walls. The shop hums with the sound of mana-turbines.
- Buying/Selling: The sale is purely mercantile and efficient. The buyer is scanned for magical aptitude. The item is sold with a user manual written in technical gnomish script.
- Cost:2,000 – 2,400 Gold (20 – 24 Rhodium).
- Note: The higher price reflects the “Scientific” branding and the guarantee that the item has been de-cursed of any lingering malevolent spirits.
The Hermitage of the Void-Weaver (Remote Mountain Shrine)
- Description: A cave located in a zone of dead magic or high altitude where sound carries poorly. The crafter (or their students) resides here. There is no shop front; the item sits on a rough stone altar, surrounded by absolute stillness.
- Buying/Selling: The monks here do not want gold, which they consider a heavy tether to the material world. They wish to be rid of the object because it is “too loud” in the spiritual spectrum. They will give it to anyone who can prove they possess the discipline to control the Void. The test involves holding the freezing cold obsidian for an hour without shivering or dropping it.
- Cost:Donation of Release.
- The Price: The buyer must agree to take a vow of silence for one week, or agree to use the instrument to banish a specific, troublesome spirit that is haunting the mountain. The monetary cost is effectively zero, but the service required is dangerous.
Value Adjustment for Tier 2: The Resonator of the Empty Chord 394 is a versatile utility artifact.
- Base Value: 1,600 Gold.
- Platinum Conversion: 160 Platinum.
- Rhodium Conversion: 16 Rhodium.
- Reasoning: The item combines the utility of a Ring of X-Ray Vision (Spirit Sight), a Cloak of Elvenkind (Stealth advantage), and a Horn of Blasting (Sonic effects), along with the powerful Incorporeal movement ability. This combination of scouting, stealth, and interaction makes it highly valuable to adventurers, justifying a price point well above the standard Tier 1 range of 200-500 gold.
Below are scene-first, bite-sized roleplay beats and tactical cues for using the Resonator of the Empty Chord 394 for defense and offense across common Saṃsāran environments.
The Bustling City (Crowded Market / Tavern) Defense (The Bubble of Isolation)
- Perception & feel: The market is deafening with haggling and carts. You blow into the obsidian reeds. The noise instantly cuts out in a 10-foot radius. You feel cool, detached, and observant.
- Observer: A thief tries to bump into you to cut your purse. As they enter your aura, the sound of the crowd vanishes for them. Disoriented by the sudden sensory deprivation, they stumble and miss the cut.
- Roleplay lines: “Silence is the only truth in this city of lies.”
- Tactics & beats:
- Aura of the Silent Note: Use the passive stealth advantage to hold a secret conversation in the middle of a crowded room; no one outside the 10-foot bubble can hear a word you say.
- Emotional Void: A local bard tries to use Charm Person or a persuasive performance on you. Describe the magic sliding off your mind like water off glass; you simply stare back, unimpressed.
Offense (The Ghost in the Crowd)
- Perception & feel: You need to reach the VIP on the balcony. You play the Etude of Discorporation. You feel your weight vanish. The floor feels like mist under your boots.
- Observer: One moment the wielder is there; the next, they are a grey blur passing through a fruit cart and a stone pillar, appearing instantly behind the target.
- Roleplay lines: “Walls are just suggestions.”
- Tactics & beats:
- Etude of Discorporation: Phase through a locked door or a crowded line of guards to deliver a touch attack or steal an item, then phase back out before the duration ends.
Ancient Ruins (Dungeon / Crypt) Defense (The Spirit-Ward)
- Perception & feel: The air is stale. You activate Spirit Sight. The room turns grey, but you see glowing tether-lines attached to the pile of bones in the corner—a poltergeist waiting to ambush.
- Observer: The party is walking blindly. Suddenly, the wielder stops and plays a silent chord directed at an empty corner. A shriek (audible only in the mind) echoes, and a ghost is forced to manifest, its ambush ruined.
- Roleplay lines: “I see you, shade. You are too loud.”
- Tactics & beats:
- Resonance of the Departed: Use this defensively to “Banish” a possessing spirit from an ally. Describe the vibrations shaking the ghost loose from the host’s body.
Offense (The Null-Zone)
- Perception & feel: You are surrounded by skeletons. You play the Hymn of the Hollow Sanctuary. The air ripples and turns viscous.
- Observer: The area around the wielder darkens. The skeletons moving toward them suddenly slow down, their movements sluggish as if walking underwater (Difficult Terrain).
- Roleplay lines: “Enter the void and be still.”
- Tactics & beats:
- Hymn of the Hollow Sanctuary: Drop this zone on a chokepoint. Enemies are slowed (Difficult Terrain) and silenced. This prevents enemy liches or cultists from casting verbal spells, effectively neutering them while your party tears them apart.
High-Magic Duel (Wizard’s Tower / Ley Node) Defense (The Phase-Shift)
- Perception & feel: An enemy spellcaster hurls a Fireball. You don’t dodge; you vibrate. You shift slightly out of phase with the Material Plane.
- Observer: The fire washes over the wielder, but they flicker like a bad image projection. The flames pass through the empty space where their body should be.
- Roleplay lines: “I am not here to burn.”
- Tactics & beats:
- Dissonant Displacement: Describe near-misses not as dodging, but as the enemy weapon passing harmlessly through your shoulder as your form blurs.
Offense (The Questioning)
- Perception & feel: The enemy wizard lies dead. You need the password. You place the Resonator on their chest and play the “Song of Unbinding.”
- Observer: The corpse doesn’t move, but a grey mist rises from the mouth, forming a face. The face looks terrified of the obsidian instrument.
- Roleplay lines: “The grave has no secrets from the Void. Speak.”
- Tactics & beats:
- Resonance of the Departed: Use this immediately after a kill to gain intel on the rest of the dungeon. The “Truthful” requirement of the magic means the dead enemy cannot lie to you.
Perception of Activation: User’s Perspective (The Avatar):
- Sight: Colors mute to greyscale. Living things leave trailing visual echoes when they move. Spirits appear as bioluminescent outlines.
- Sound: Absolute silence. Not the quiet of a room, but the silence of deep space. You feel the music in your jawbone and fingertips, but hear nothing.
- Touch: The obsidian feels like holding a piece of dry ice—burning cold. The air around you feels thick and heavy.
- Smell: The scent of ozone and stale air (like the inside of a long-sealed stone box).
- Taste: Metallic and sterile, like a copper coin.
- Extra-Sensory: A sensation of Existential Dread. You feel the fragility of reality, knowing how easy it is to unzip the world.
Observer’s Perspective:
- Sight: The wielder looks like a smudge on a camera lens—blurry and out of focus. The air around them ripples.
- Sound: A sudden pressure drop in the ears (like descending in an airplane). All ambient noise is sucked away.
- Touch: A wave of cold air radiates from the wielder.
- Smell: The absence of smell. The air feels “empty.”
- Extra-Sensory: A feeling of being Unanchored. Observers feel dizzy, as if the floor might dissolve beneath them.
Failures & Recoveries (How to Play Mistakes):
- Failed Stealth: “The Void leaked.” You try to be silent, but the instrument emits a high-pitched, dog-whistle shriek that alerts every guard dog in the castle.
- Ending Discorporation Early: “Reality snapped back.” You phase through a wall but lose concentration. You solidify halfway out, taking Force damage and stumbling into the room, gasping for breath.
- Resisted Banishment: “The spirit is too heavy.” You play the chord, but the ghost laughs. The obsidian vibrates painfully in your hand, cracking slightly.
Team Synergies:
- With a Rogue: “The Silent Kill.” Activate Hymn of the Hollow Sanctuary. The Rogue can now assassinate targets within the zone without making a sound (Silence effect), preventing the alarm from being raised.
- With a Tank: “Ghost Tank.” Cast Etude of Discorporation (if your system allows item sharing or buffs) or stand near them with the Sanctuary active to give them Resistance to Physical Damage, making them nearly unkillable for a short time.
- With a Caster: “The Anti-Mage Squad.” Use the Resonator to Silence the enemy mage while your own Caster stands just outside the zone, raining spells into the silent bubble.

Perception of Activation:
User’s Perspective (The Avatar):
- Sight: As you bring the instrument to your lips, the obsidian body drinks the light around you. Your hands appear to detach from your wrists, floating in a localized void. The silver reeds do not reflect the sun; they glow with a cold, internal negation-light. When the “Anti-Note” plays, the color drains from the world, reducing your vision to high-contrast greyscale. The spirits of the dead become visible as jagged, white scars on the air.
- Sound: You blow, but there is no wind sound. Instead, you hear the sudden, violent cessation of all noise. It is the sound of a vacuum sealing shut. The “music” is perceived not through your ears, but through your skeletal structure; your teeth ache and your marrow vibrates with a low-frequency hum that feels like a sub-woofer pressed against your chest.
- Touch: The obsidian feels colder than ice, burning your lips with the chill of deep space. The air around you loses its viscosity, making you feel weightless and unmoored, as if gravity has momentarily forgotten you. The threadbare cloth bindings feel dry and raspy, like dead skin.
- Smell: The air smells “old”—a dry, sterile scent of dust, preserved parchment, and the ozone smell of a storm that never breaks. It is the scent of a room that has been sealed for a thousand years.
- Taste: A sharp, metallic tang floods your mouth, like sucking on a copper coin or licking a battery. It is followed by the bland, chalky taste of ash.
- Extra-Sensory Perceptions:
- The Void-Call: You feel a profound sense of insignificance. Your emotions (fear, anger, joy) are muted, replaced by a cold, clinical detachment. You feel the “thinness” of the walls of reality, knowing intuitively where the weak points in space-time are.
Observer’s Perspective:
- Sight: The wielder does not play an instrument; they seem to kiss a hole in the air. Their outline blurs and ripples like a heat mirage, but the distortion is grey and cold. Shadows around the wielder stretch unnaturally toward the instrument, as if being sucked into a drain.
- Sound: A sudden pressure drop pops the ears of everyone nearby (the “airplane descent” sensation). All ambient noise—birds, wind, battle—is dampened to a muffled whisper.
- Touch: A wave of dry cold radiates from the wielder. The air feels thin and hard to breathe, triggering a gasp reflex.
- Smell: The absence of smell. For a moment, the air smells like absolutely nothing, stripping away the scents of sweat and blood.
- Extra-Sensory Perceptions:
- The Ghost-Chill: Observers feel the hair on their arms stand up. They feel watched, not by the wielder, but by the empty spaces in the room. A primal instinct screams that they are standing near a grave.
Positives:
- Absolute Stealth: The “Anti-Sound” bubble is perfect. You can break a window or scream in pain, and no sound will escape the radius.
- Spiritual Clarity: The removal of sensory noise allows for perfect communication with entities that usually whisper (spirits, distant magical signals).
- Phase-State: The physical blurring makes it difficult for enemies to target vital organs, as your body seems to occupy two spaces at once.
Negatives:
- Sensory Deprivation: The silence is disorienting. You lose the ability to hear footsteps behind you or the warning shouts of your own allies.
- Void-Burn: The intense cold of the obsidian can numb the fingers and lips, causing a penalty to fine motor skills immediately after use.
- Existential Vertigo: The feeling of weightlessness can cause nausea or dizziness when the effect ends and gravity “snaps” back into place.
Crafting Recipe: The Ritual of the Null-Harmonic
Items Merged:
- Celestial Harmonica (Tier 1 Musical Instrument)
- Ward 17 of Emptiness (Tier 1 Ward)
Additional Materials Needed:
- 1 Vial of Liquid Shadow: Distilled from the deepest corner of a crypt where no light has touched for a century; acts as the suspension medium for the obsidian.
- Dust of a Silenced Bell: Bronze filings from a church bell that cracked and never rang again; used to tune the instrument to the frequency of failure.
- Grave-Wax: Collected from candles burned at a mute’s funeral; used to seal the reeds into the obsidian body.
- The Breath of a Ghost: Captured in a glass jar; the crafter must release this into the instrument during the final cooling to hollow out the sound.
Tools Required:
- Crucible of Absolute Quiet: A vacuum-sealed enchanting chamber that prevents sound waves from propagating.
- Diamond-Tipped Burin: To carve the vantablack obsidian of the Ward without shattering its void-matrix.
- Spirit-Loom: A small weaving frame used to re-bind the threadbare cloth strips of the Ward into a grip.
- Tuning Fork of Dissonance: A fork that vibrates at a frequency that causes nausea, used to test the reeds.
Skill Requirements:
- Expert Performance (Wind Instruments): To understand how to invert the airflow of the harmonica so it drinks sound instead of producing it.
- Expert Occult/Necromancy: To manipulate the Ward of Emptiness without accidentally erasing one’s own soul or hands.
- Intermediate Jeweler: To extract the delicate silver reeds from the Celestial Harmonica without bending them.
Crafting Steps:
- The Dismantling of Joy (Extraction): Take the Celestial Harmonica. Using the Diamond-Tipped Burin, carefully pry the casing apart. You must extract the shimmering silver reed-plates intact. As you remove them, the celestial stardust coating will dull, turning from bright silver to a cold, ghostly grey. Discard the original casing; the joy it held is incompatible with the Void.
- The Liquefaction of the Void (Preparation): Place the Ward 17 of Emptiness (specifically the obsidian disk component) into the Crucible of Absolute Quiet. Add the Liquid Shadow. Heat the crucible using cold-fire (magical flame). The obsidian will not melt into lava; it will dissolve into a thick, vantablack sludge that absorbs all light in the room.
- The Tuning of the Null-Note (Integration): Mix the Dust of a Silenced Bell into the obsidian sludge. While the mixture is malleable, press the silver reeds into the center of the black mass. You must arrange them not to produce a major chord, but to produce a mathematical “canceling” wave. Seal the gaps around the reeds with Grave-Wax.
- The Binding of the Shroud (Containment): Take the threadbare cloth strips from the original Ward. Weave them on the Spirit-Loom to tighten their metaphysical weave. Wrap these strips tightly around the cooling obsidian grip. The cloth acts as a filter, preventing the instrument from sucking the life force out of the user’s hands.
- The Silent Breath (Activation): Open the jar containing The Breath of a Ghost and inhale it deeply (taking 1d6 Necrotic damage). Immediately blow this stolen breath through the instrument. If successful, no sound will emerge, but the air in the room will ripple and turn grey. The Resonator of the Empty Chord 394 is now tuned to the frequency of death.
Silver-Mouth and Throat of Night
(Etched on the obsidian sarcophagus of the Silent King, translation approximate)
Hear the speaking of the Time-of-Too-Much-Noise.
In the high days, the Sky-Makers [Gods/Celestials] laughed. They made the Silver-Mouth [Celestial Harmonica]. It was a thing of stars and breath. It sang the song of “Yes.” It sang the song of “More.” When it played, the trees danced, and the stones rolled, and the sleep was broken. The world was full of clamor. The silence had no place to sit.
Came then the Weaver-of-Pauses. He was a man of the Empty-Circle [Ward 17]. His ears were dead stones; he heard no bird, no wind, no cry. He felt only the shaking of the earth. He looked at the Silver-Mouth. He saw it making the air messy with joy. He said, “The picture is not seen because the paint is too thick. The truth is not heard because the song is too loud.”
The Weaver took the Blanket-of-No-Thing [The Ward]. It was the cloth that makes the world fade. It was the stone that says “Stop.” He took the Silver-Mouth. He said, “I will teach the Star to sleep.”
He put the Silver-Mouth into the pot of Black-Milk [Liquid Obsidian]. The Silver-Mouth screamed. It tried to sing a song of fire to burn the milk. But the Weaver wrapped it in the Blanket-of-No-Thing. He bound it with the Threads-of-Gone. He said the Word-of-Zero.
The Silver-Mouth choked. The light died. The Black-Milk hardened. The instrument was no longer Silver. It was the color of the space between eyes when they close. The Weaver lifted it. It was heavy, for it carried the weight of all the songs that would never be sung.
He put it to his lips. He did not blow air out. He breathed the air in. He played the Note-That-Is-Not.
The world stopped. The birds fell from the sky, but did not hit the ground; they floated like feathers. The wind stopped pushing. The fire stopped burning. The noise of the living was eaten.
In the Great Quiet, the Weaver felt a vibration. It was not the living. The Ghost-Walkers [Spirits] rose from the ground. They smiled. They said, “Finally. The noise is gone. Now we can speak.” The Weaver nodded. He understood that the Living shout to hide their fear, but the Dead whisper the truth.
The Weaver walked into the mist. He plays the Empty Chord still. Where he walks, the walls become smoke, and the iron becomes mist, and the loud men forget how to speak.
Moral of the Story: Do not mistake the noise of the world for the meaning of the world; for the music is only the decoration on the silence, and only when the song ends can the soul finally hear itself.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Name: Resonator of the Empty Chord Type: Mythos Artifact (Musical Instrument) Skill: Art/Craft (Instrument) or Hard POW Roll Cost: 1D4 Sanity to attune; variable MP to activate. Sanity Loss: 0/1D3 to hear the “Anti-Note”; 1/1D6 to use Active abilities.
Description: A harmonica carved from light-absorbing obsidian, fitted with silver reeds that vibrate without sound. It feels colder than liquid nitrogen.
Specific Game Mechanics:
- Aura of the Silent Note (Passive): While holding the instrument, the user gains a Bonus Die on Stealth checks. They can perceive invisible entities or spirits (Spirit Sight) within 10 yards without needing a spell.
- Emotional Void (Passive): The user is immune to Sanity loss caused by isolation, darkness, or fear-based spells (but not gore/monsters).
- Active Ability: Etude of Discorporation: Cost: 8 MP and 1D4 SAN. The user plays the silent scale. For 1D6 rounds, they become Incorporeal. They can pass through solid matter (SIZ 50 objects or thinner walls). Physical attacks pass through them (Immunity), but magical/enchanted weapons deal normal damage.
- Active Ability: Hymn of the Hollow Sanctuary: Cost: 6 MP. Creates a 10-yard radius of absolute Silence. No sound can enter or leave. Inside, all movement is considered difficult terrain. Allies gain 4 points of Armor (Phase-Shifting).
- Active Ability: Resonance of the Departed: Cost: 4 MP. The user targets a corpse or spirit. The entity is compelled to answer three questions truthfully (as Speak with Dead, but forcible).
Blades in the Dark
Name: The Void-Reed Tier: II (Rare Artifact) Load: 1 (Arcane Implement) Type: Mystical Tool
Lore: A relic from before the Cataclysm, tuned to the frequency of the Ghost Field’s silence.
Specific Game Mechanics:
- Aura of Silence: When you use Prowl to move silently or hide, you gain +1d.
- Spirit Sight: You may use Attune to see ghosts or echoes clearly without needing to enter a trance.
- Active: Etude of Discorporation: You may mark 2 Stress to become Ghostly for a few moments. You can walk through a wall or let a bullet pass through you.
- Active: Hollow Sanctuary: You may mark 1 Stress to create a zone of silence. No noise escapes your immediate area (Room scale). This grants Potency to stealth operations.
- Emotional Void: You are immune to fear or supernatural terror. You cannot be Terrified (Trauma condition) while holding the item.
Dungeons & Dragons (2024 / 5th Edition)
Resonator of the Empty Chord Wondrous Item, Rare (Requires Attunement)
Description: An obsidian harmonica bound in grey cloth. It makes no sound, but vibrates the bones of those nearby.
Properties:
- Dissonant Displacement: While holding this item, you gain a +1 bonus to Armor Class.
- Emotional Void: You are Immune to the Charmed and Frightened conditions.
- Spirit Sight: You can see into the Ethereal Plane up to 30 feet.
- Charges: The Resonator has 3 charges. It regains 1d3 expended charges daily at midnight.
Active Powers:
- Etude of Discorporation (1 Charge): As an Action, you cast Gaseous Form on yourself, but you retain your normal movement speed and appear as a blurred, grey silhouette rather than a cloud. The effect lasts for 1 minute (Concentration).
- Hymn of the Hollow Sanctuary (1 Charge): As an Action, you cast Silence. Additionally, for the duration, the area within the sphere is difficult terrain for your enemies, and your allies within the sphere have Resistance to Bludgeoning, Piercing, and Slashing damage.
- Resonance of the Departed (1 Charge): As an Action, you play a silent chord over a corpse or spirit. You cast Speak with Dead. Alternatively, you can target a possessed creature; the possessing entity must succeed on a DC 15 Charisma Saving Throw or be driven out (as Dispel Evil and Good).
Knave (1e / 2e Compatible)
Name: The Null-Pipe Slots: 1 (Item) Quality: 3 (Obsidian durability)
Description: A vantablack instrument that plays silence.
Specific Game Mechanics:
- Defense: You gain +1 Armor Defense (Phase-shifting).
- Passive: You act with Advantage on all Stealth checks involving sound. You can see invisible ghosts.
- Active: Phase-Walk: As an action, lose 1 Quality point. You become intangible for 1 round. You can walk through doors or walls. Attacks pass through you. You cannot attack.
- Active: Silence: As an action, lose 1 Quality point. A 20ft zone around you becomes totally silent for 1 Turn (10 minutes).
- Active: Exorcism: As an action, lose 1 Quality point. Force a spirit to leave a body or answer a question. Spirit must save vs. Wisdom (DC 15).
- Curse: While carrying this, you feel no joy. You cannot benefit from morale bonuses (like a Bard’s song).
Fate Core System
Name: Resonator of the Empty Chord 394 Permissions: Requires an Aspect related to Music, the Void, or the Grave (e.g., Bard of the Silent Watch). Cost: 2 Refresh.
Aspects:
- Item Aspect: Obsidian Reed of the Anti-Note
- Trouble: The Music Eats the Joy (The wielder struggles to inspire or feel positive emotions, and may be Compelled to dampen celebrations).
Stunts:
- Aura of the Silent Note: You gain a +2 bonus to Stealth checks to move silently. You can communicate with spirits or ghosts using Rapport without needing a stunt to see them.
- Dissonant Displacement: Because you exist partially out of phase, you may use Performance to Defend against physical Fight or Shoot attacks.
- Etude of Discorporation: Once per session, you may spend a Fate Point to become Incorporeal for one scene. You can move through solid objects (Great (+4) opposition to pass through magical barriers). While Incorporeal, you cannot physically attack or manipulate objects.
- Hymn of the Hollow Sanctuary: You may use Performance to Create an Advantage on a zone. If successful, you place the Aspect Absolute Silence on the zone. No sound can enter or leave, preventing verbal magic and communication.
Numenera & Cypher System
Name: The Null-Sonic Resonator Level: 6 Form: A block of vantablack synth-obsidian with vibrating silver intakes. Depletion: 1 in 1d20 (Check per Active use).
Effect:
- Passive (Stealth): The user has an Asset on all Stealth tasks involving sound.
- Passive (Defense): The user’s form blurs. They have an Asset on Speed defense tasks.
- Passive (Sight): The user can perceive out-of-phase entities and spirits within Short range.
- Active (Discorporation): The user becomes phase-shifted for one minute. They can pass through solid matter of Level 6 or lower. Physical attacks pass through them, but energy or psychic attacks deal normal damage.
- Active (Hollow Sanctuary): The user creates a stationary zone of silence (Immediate radius). Sound cannot exist here. Enemies in the zone suffer a Hindrance on all physical tasks due to sensory deprivation and heaviness.
- Active (Spirit Speak): The user forces a dead or disembodied entity to communicate. The interaction is Eased by two steps.
Pathfinder (2nd Edition Remaster)
Name: Resonator of the Empty Chord Price: 1,200 gp Usage: Held in 2 hands (to play); Bulk: L Level: 9 Traits: Rare, Magical, Void, Sonic, Auditory, Illusion
Description: An obsidian instrument wrapped in threadbare grey cloth. It plays silence instead of music.
Specific Game Mechanics:
- Silent Aura (Passive): While holding this instrument, you gain a +2 item bonus to Stealth checks. You have Spirit Sense (imprecise) out to 30 feet.
- Phase-Shift (Passive): You gain a +1 item bonus to AC.
- Emotional Void: You gain a +2 item bonus to saves against Emotion effects (such as Fear or Charm).
Activate — Etude of Discorporation [two-actions] (concentrate, manipulate); Frequency: Once per day. Effect: You cast Ghostly Carrier (or similar incorporeal effect) on yourself for 1 minute. You gain the Incorporeal trait, resistance to all physical damage (except Ghost Touch), and can move through solid objects. You cannot make physical Strikes.
Activate — Hymn of the Hollow Sanctuary [two-actions] (perform, auditory); Frequency: Once per hour. Effect: You cast Silence (4th Rank) centered on yourself. Additionally, the area within the 20-foot burst becomes difficult terrain for your enemies, and your allies within the burst gain Resistance 5 to Bludgeoning, Piercing, and Slashing damage.
Activate — Resonance of the Departed [three-actions] (manipulate, necromancy); Frequency: Once per day. Effect: You target a corpse or spirit. You cast Talking Corpse. If targeting a haunt or spirit, you can attempt a Counteract check using your Performance skill to banish or suppress it.
Savage Worlds (Adventure Edition)
Name: Resonator of the Empty Chord Type: Relic (Seasoned) Weight: 1 lb Cost: 2,800 gp (Rare/Occult)
Description: An instrument of the void.
Specific Game Mechanics:
- Aura of the Silent Note: The wielder gains +2 to Stealth rolls. They ignore penalties for Darkness when detecting spirits (Spirit Sight).
- Dissonant Displacement: The wielder gains +1 Parry and opponents subtract 1 from Ranged attacks made against them.
- Emotional Void: The wielder gains +2 to Spirit rolls to resist Fear and Tests of Wills.
- Power Points: The Resonator has 15 Power Points that recharge at a rate of 1 per hour.
- Powers (Use Performance or Spirit to activate):
- Intangibility (5 PP): “Etude of Discorporation.” The user becomes incorporeal. Trapping: Turning into grey mist/shadow.
- Silence (2 PP): “Hymn of the Hollow Sanctuary.” Area Effect. Trapping: A sudden pressure drop that mutes all sound.
- Divination (3 PP): “Resonance of the Departed.” Speak with the dead or spirits. Trapping: The reeds vibrate with the voice of the ghost.
- Banish (3 PP): “Song of Unbinding.” Forces spirits to leave the plane.
Shadowrun (6th Edition / Sixth World)
Name: The Void-Harp (Resonator of the Empty Chord) Category: Magic Focus / Unique Enchantment Availability: 18F (Forbidden) Cost: 40,000¥ (plus 10 Karma to bond) Rating: 5
Lore: A construct of obsidian and mana-conductive silver. It absorbs ambient sound and light, creating a localized mana-void used by assassins and exorcists.
Specific Game Mechanics:
- Aura of the Silent Note (Passive): The wielder gains a +4 Dice Pool bonus to Sneaking tests. This bonus applies specifically to acoustic detection (sound).
- Spirit Sight (Passive): The wielder gains Astral Perception while holding the instrument. They can see spirits and astral forms within (Magic x 10) meters.
- Active Ability: Etude of Discorporation: Complex Action. The wielder makes a Magic + Performance test.
- Effect: The wielder gains the Mist Form critter power for (Net Hits) Combat Rounds. They become vaporous, immune to physical attacks, but vulnerable to Mana spells.
- Active Ability: Hymn of the Hollow Sanctuary: Major Action.
- Effect: Casts the Silence spell (Force = Rating) centered on the wielder. It sustains itself for (Rating) minutes without penalty.
- Active Ability: Resonance of the Departed: Complex Action.
- Effect: The wielder can Banish a spirit using Performance instead of Banishing. The drain is Stun.
- Drain: Using Active abilities causes Drain equal to the Focus Rating (5).
Starfinder (2nd Edition Playtest)
Name: Resonator of the Empty Chord Item Level: 9 Price: 1,300 Credits Usage: Held in 1 hand; Bulk: L Traits: Magical, Hybrid, Sonic, Void, Illusion
Description: A black poly-carbon instrument fitted with silver reeds that vibrate at a sub-quantum frequency.
Specific Game Mechanics:
- Dampening Field (Passive): You gain a +2 item bonus to Stealth checks. You have Imprecise Sense (Spirits/Incorporeal) out to 30 feet.
- Phase-Shift Defense: You gain a +1 circumstance bonus to AC against kinetic attacks.
Activate — Etude of Discorporation [two-actions] (concentrate, tech); Frequency: Once per day. Effect: You activate a phase-shift drive. You gain the Incorporeal trait for 1 minute. You gain Resistance 10 to all physical damage (except Force or Ghost Touch properties). You can move through solid objects (difficult terrain). Ending your turn inside an object shunts you to the nearest open space and deals 1d10 Force damage.
Activate — Hymn of the Hollow Sanctuary [one-action] (manipulate); Frequency: Once per hour. Effect: You emit a 20-foot aura of negation. The area is subject to a Silence spell (4th rank). Additionally, creatures inside the aura treat it as difficult terrain due to gravimetric distortion.
Activate — Resonance of the Departed [two-actions] (concentrate); Effect: You attempt to destabilize a spirit or undead creature within 30 feet. Make a Performance check against the target’s Will DC. On a success, the target is Slowed 1 and cannot use teleportation effects for 1 round.
Traveller (Mongoose 2nd Edition)
Name: Psionic Null-Resonator TL: 16 (Ancient) Mass: 0.5 kg Cost: MCr 3 (Unique/Illegal)
Lore: An artifact composed of matter that exists partially in jump-space. It swallows energy and sound.
Specific Game Mechanics:
- Passive Stealth: The device absorbs sound waves. The user gains DM+4 to Stealth checks.
- Spirit Sight: If the user has PSI 1+, they can perceive “Life Force” even through walls (Detect Life, Short Range).
- Active: Phase-Shift: Requires PSI 9+. The user pushes the device to shift their molecular structure.
- Check: Difficult (10+) Teleportation or Physics check.
- Effect: The user becomes intangible for 1D6 rounds. Physical attacks pass through them. They can walk through bulkheads. They cannot interact with physical objects.
- Cost: 4 PSI points.
- Active: Null-Zone: The user creates a zone of absolute silence (Medium Range).
- Effect: Sonic weapons and voice-activated electronics fail. Psionic telepathy is blocked within the zone.
- Cost: 2 PSI points.
- Curse: Prolonged use causes “Jump Sickness” (Nausea and DM-1 to all checks) due to exposure to void radiation.
Warhammer Fantasy Roleplay (4th Edition)
Name: The Pipe of the Empty Grave Encumbrance: 0 Availability: Unique (Necromantic/Amethyst College) Qualities: Magical, Durable
Lore: A flute carved from obsidian found in the realm of Shyish. It plays the music of the ending of things.
Specific Game Mechanics:
- Passive – Aura of the Silent Note: The wielder gains +20 to Stealth Tests. They can see Ghosts and Spirits automatically (Second Sight).
- Passive – Dissonant Displacement: Ranged attacks against the wielder suffer a -10 Penalty as their form blurs.
- Active – Etude of Discorporation: The wielder plays a scale.
- Cost: 1 Corruption Point.
- Effect: The wielder gains the Ethereal Trait for 1d10 rounds. They can be harmed only by magical weapons or spells. They cannot cause physical damage.
- Active – Hymn of the Hollow Sanctuary: The wielder plays a chord.
- Effect: All characters within a Willpower Bonus yard radius are affected by Silence. Casting spells within this zone requires a Hard (-20) Channelling Test.
- Active – Resonance of the Departed: The wielder targets a Spirit or Undead.
- Effect: Opposed Play (Music) vs. Willpower. If the wielder wins, the Spirit is Banished or compelled to answer a question.

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