Lore: In the mystical realm of Saṃsāra, the Ward 42 of Absorption was crafted by the enigmatic Sorcerer of the Lost City. This powerful ward, imbued with ancient magic, is designed to absorb and dissipate harmful energies directed at its bearer. The Sorcerer’s intention was to create a ward that would protect its user from a wide array of threats, allowing them to traverse the treacherous realms of Saṃsāra with greater ease.
Tier One Stats:
- Absorption: 10% chance to absorb incoming magical attacks and convert them into temporary hit points for the bearer.
- Dissipation: 5% chance to completely dissipate incoming magical attacks, rendering them ineffective.
- Durability: Ward 42 of Absorption has 10 charges. Each time it absorbs or dissipates an attack, it loses one charge. When all charges are depleted, the ward becomes dormant until it is recharged.
Skills:
- Warding Aura: The bearer of Ward 42 of Absorption gains a +2 bonus to their Armor Class against magical attacks.
- Spell Resistance: The bearer gains advantage on saving throws against spells and magical effects.
Tags: Magic Item, Ward, Protective, Absorption, Dissipation
Ward 42 of Absorption is a rare and powerful magical item within the realm of Saṃsāra. It is not typically found in common marketplaces or shops, as it requires a skilled and knowledgeable artisan to craft it.
One could potentially acquire this ward through:
- Questing: Embark on a dangerous and challenging quest to obtain the ward from the Sorcerer of the Lost City, the original creator of the item.
- Trading: Seek out a powerful sorcerer, wizard, or cleric who possesses the ward and offer a trade for a similarly powerful and valuable item or service.
- Commission: Find a skilled artisan capable of crafting magical items and commission them to create a Ward 42 of Absorption, provided you can supply the necessary materials and knowledge.
As for the price, it is difficult to provide an exact value, as it would depend on various factors, such as the rarity of the materials needed, the reputation of the creator, and the demand for the item. However, one could expect to pay a significant sum, potentially in the range of tens of thousands of gold pieces or more.
The Ward 42 of Absorption is best suited for adventurers, sorcerers, wizards, and clerics who frequently encounter magical threats and wish to protect themselves from harm. By using this ward, they can absorb and dissipate incoming magical attacks, allowing them to survive and thrive in dangerous environments.

Ward 42 of Absorption: Activation Perception of the Five Senses
- Sight:
- What is perceived: A faint aura of magical energy surrounds the ward when it is activated.
- Description: The ward’s aura appears as a shimmering, translucent glow that shifts between various colors depending on the absorbed energy type.
- Positives: The aura provides a visual cue that the ward is active and functioning.
- Negatives: The glow may draw unwanted attention in certain situations.
- Sound:
- What is perceived: A faint hum or chime when the ward absorbs or dissipates an attack.
- Description: The sound is subtle and may be easily missed in the midst of combat or other noisy environments.
- Positives: The sound offers auditory confirmation that the ward is functioning.
- Negatives: The sound may be difficult to detect in loud environments, potentially causing the user to miss the confirmation of the ward’s activation.
- Smell:
- What is perceived: No specific smell associated with the ward’s activation.
- Description: The ward does not emit any distinct odor when it absorbs or dissipates an attack.
- Positives: The lack of a specific smell means that the ward’s activation is not easily detectable by creatures relying on scent.
- Negatives: There is no additional sensory confirmation of the ward’s activation through smell.
- Touch:
- What is perceived: A slight vibration or warmth in the ward when it absorbs or dissipates an attack.
- Description: The sensation is subtle and may be easily overlooked during combat or other activities.
- Positives: The tactile feedback provides an additional confirmation of the ward’s activation for the user.
- Negatives: The sensation may be difficult to detect in high-stress situations or when the user is wearing heavy armor or gloves.
- Taste:
- What is perceived: No specific taste associated with the ward’s activation.
- Description: The ward does not emit any distinct taste when it absorbs or dissipates an attack.
- Positives: The lack of a specific taste means that the ward’s activation is not easily detectable by creatures relying on taste.
- Negatives: There is no additional sensory confirmation of the ward’s activation through taste.
- Extra-Sensory Perception:
- Magical Aura: The ward emits a faint magical aura that can be detected by those with the ability to sense magic.
- Energy Absorption: The ward absorbs and dissipates magical energy, which can be perceived by those with the ability to sense the flow of magical energy.
- Protection: The ward provides a sense of security and protection to the user, which can be felt as a subtle psychological effect.
Crafting the Ward of Absorbing Magic
- Materials Needed:
- A finely crafted amulet or ring of silver or gold (worth at least 5,000 gold pieces)
- A rare gemstone imbued with magical energy (worth at least 10,000 gold pieces)
- A vial of dragon’s blood (worth at least 5,000 gold pieces)
- A scroll containing powerful warding spells (worth at least 5,000 gold pieces)
- A small piece of a magical artifact (worth at least 5,000 gold pieces)
- Tools Required:
- A well-equipped magical workshop
- An arcane focus or a magical staff
- A set of high-quality artisan’s tools (e.g., jeweler’s tools, smith’s tools)
- Skill Requirements:
- Proficiency in Arcana
- Proficiency in Jeweler’s Tools or Smith’s Tools
- At least 10th level in a spellcasting class (Sorcerer, Wizard, or Cleric)
- Crafting Steps:
- Prepare the magical workshop by casting protective and warding spells to ensure the safety of the crafter and the materials.
- Inscribe the scroll’s warding spells onto the silver or gold amulet or ring using the artisan’s tools. This process requires a successful DC 20 Dexterity check with the appropriate tool proficiency.
- Crush the gemstone and mix it with the dragon’s blood in a small crucible. Heat the mixture until it forms a thick, viscous liquid. This process requires a successful DC 20 Intelligence (Arcana) check.
- Carefully pour the mixture onto the inscribed amulet or ring, allowing it to soak into the metal and fill the grooves. This step requires a successful DC 15 Dexterity check with the appropriate tool proficiency.
- Place the small piece of the magical artifact on top of the gemstone-infused amulet or ring and cast a powerful warding spell using the arcane focus or magical staff. This step requires a successful DC 25 spellcasting ability check.
- Allow the ward to cool and solidify for at least 24 hours. Once complete, the Ward 42 of Absorption is ready to be used.
Note: Crafting the Ward 42 of Absorption is a challenging and time-consuming process. Failure in any of the steps may result in the destruction of the materials and the need to start over.
Tale of the Ward of Absorbing Magic
Long ago, in the land of Saṃsāra, there lived a powerful Sorcerer. This Sorcerer was known for their wisdom and mastery of the arcane arts. They had an insatiable thirst for knowledge and would often journey to the far reaches of the realm in search of ancient secrets.
One day, the Sorcerer came across a hidden cavern deep within the mountains. Inside the cavern, they discovered an ancient artifact – a small, unassuming stone that seemed to radiate a strange, magical energy. Intrigued, the Sorcerer took the stone and returned to their tower to study it.
For many moons, the Sorcerer worked tirelessly to unravel the mysteries of the stone. They discovered that it had the power to absorb and dissipate magical energy, making it a powerful tool for protection against the many dangers of Saṃsāra.
Realizing the stone’s potential, the Sorcerer set out to create a ward that would harness its power. They crafted a beautiful amulet from the finest silver and gold, and carefully embedded the stone within it. The Sorcerer then imbued the amulet with powerful spells, binding the stone’s magic to the wearer.
Thus, the Ward of Absorbing Magic was born. The Sorcerer gifted the ward to a brave adventurer who had saved their life, and the story of the ward’s creation spread throughout the land.
Moral of the story: The pursuit of knowledge can lead to great discoveries and the creation of powerful tools that can protect and benefit others.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition):
- Stat Block: The ward can be treated as a magical artifact with a Sanity cost and a Power characteristic.
- Game Mechanics: The ward’s absorption and dissipation abilities can be tied to a percentile roll, with the ward’s Power characteristic acting as a modifier. The ward can have a limited number of charges, and using it may require a Sanity check.
- Syntax: The ward can be described in a narrative format, with its abilities and limitations clearly explained.
Blades in the Dark:
- Stat Block: The ward can be treated as a special item with a Tier, Load, and Effect.
- Game Mechanics: The ward’s absorption and dissipation abilities can be tied to a resistance roll, with the ward’s Tier acting as a modifier. The ward can have a limited number of uses, and using it may require a stress cost.
- Syntax: The ward can be described in a narrative format, with its abilities and limitations clearly explained.
Dungeons & Dragons 5th Edition:
- Stat Block: The ward can be treated as a magical item with rarity, attunement requirements, and charges.
- Game Mechanics: The ward’s absorption and dissipation abilities can be tied to saving throws, with the ward’s rarity acting as a modifier. The ward can have a limited number of charges, and using it may require attunement and a reaction.
- Syntax: The ward can be described using the standard D&D item format, with its abilities and limitations clearly explained.
Knave:
- Stat Block: The ward can be treated as a magical item with a cost, weight, and usage.
- Game Mechanics: The ward’s absorption and dissipation abilities can be tied to a saving throw, with the ward’s cost acting as a modifier. The ward can have a limited number of uses, and using it may require a slot in the character’s inventory.
- Syntax: The ward can be described using the standard Knave item format, with its abilities and limitations clearly explained.
Fate:
- Stat Block: The ward can be treated as an Extra with an Aspect, a Skill, and a Stunt.
- Game Mechanics: The ward’s absorption and dissipation abilities can be tied to the Fate Point economy, with the ward’s Aspect acting as a narrative justification for using the ward. The ward can have a limited number of uses, and using it may require spending Fate Points or invoking its Aspect.
- Syntax: The ward can be described in a narrative format, with its abilities and limitations clearly explained.
Numenera & Cypher System:
- Stat Block: The ward can be treated as an Artifact with a Level, a Depletion, and an Ability.
- Game Mechanics: The ward’s absorption and dissipation abilities can be tied to the Cypher System’s Effort and Asset mechanics, with the ward’s Level acting as a modifier. The ward can have a limited number of uses, and using it may require spending Effort or using an Ability.
- Syntax: The ward can be described using the standard Numenera & Cypher System item format, with its abilities and limitations clearly explained.
Pathfinder:
- Stat Block: The ward can be treated as a magic item with a rarity, a slot, and a caster level.
- Game Mechanics: The ward’s absorption and dissipation abilities can be tied to the Pathfinder spellcasting system, with the ward’s rarity acting as a modifier. The ward can have a limited number of uses, and using it may require attunement and a spell slot.
- Syntax: The ward can be described using the standard Pathfinder item format, with its abilities and limitations clearly explained.
Savage Worlds:
- Stat Block: The ward can be treated as a magical item with a Power Point cost, a Trapping, and an Edge.
- Game Mechanics: The ward’s absorption and dissipation abilities can be tied to the Savage Worlds Power Point economy, with the ward’s Trapping acting as a narrative justification for using the ward. The ward can have a limited number of uses, and using it may require spending Power Points or using an Edge.
- Syntax: The ward can be described in a narrative format, with its abilities and limitations clearly explained.
Shadowrun (6th Edition):
- Stat Block: The ward can be treated as a magical item with a Force, an Essence cost, and a drain value.
- Game Mechanics: The ward’s absorption and dissipation abilities can be tied to the Shadowrun spellcasting system, with the ward’s Force acting as a modifier. The ward can have a limited number of charges, and using it may require a Complex Action and a drain resistance test.
- Syntax: The ward can be described using the standard Shadowrun item format, with its abilities and limitations clearly explained.
Starfinder:
- Stat Block: The ward can be treated as a magic item with a level, a rarity, and a bulk.
- Game Mechanics: The ward’s absorption and dissipation abilities can be tied to the Starfinder spellcasting system, with the ward’s level acting as a modifier. The ward can have a limited number of charges, and using it may require a standard action and a Mysticism check.
- Syntax: The ward can be described using the standard Starfinder item format, with its abilities and limitations clearly explained.
Traveller (Mongoose 2nd Edition):
- Stat Block: The ward can be treated as a technological item with a TL, a mass, and a cost.
- Game Mechanics: The ward’s absorption and dissipation abilities can be tied to the Traveller skill system, with the ward’s TL acting as a modifier. The ward can have a limited number of charges, and using it may require a minor action and a skill check.
- Syntax: The ward can be described using the standard Traveller item format, with its abilities and limitations clearly explained.
Warhammer Fantasy Roleplay (4th Edition):
- Stat Block: The ward can be treated as a magical item with a rarity, a difficulty, and a soak value.
- Game Mechanics: The ward’s absorption and dissipation abilities can be tied to the Warhammer Fantasy Roleplay spellcasting system, with the ward’s rarity acting as a modifier. The ward can have a limited number of charges, and using it may require a maneuver and a skill check.
- Syntax: The ward can be described using the standard Warhammer Fantasy Roleplay item format, with its abilities and limitations clearly explained.
