Aether Enhanced Musicians Instruments

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From: Aethersteel Foundry

Lore: The Aether-Enhanced Musicians’ Instruments are a testament to the Aethersteel Foundry’s dedication to both artistry and magitech. Musicians and bards across Saṃsāra celebrate the availability of these extraordinary instruments, each carefully crafted to imbue their melodies with ethereal magic. The Aether-enhanced flutes produce hauntingly beautiful melodies that captivate audiences, while lutes resonate with enchanting magical chords that inspire emotions in listeners. Additionally, drums powered by Aether amplify the rhythm, energizing nearby allies during battles or rituals.

The Aethersteel Foundry collaborates with skilled musicians and bards to craft these instruments, ensuring they meet the highest standards of musical excellence and magitech engineering. The result is a collection of instruments that not only enrich musical performances but also serve as potent tools for enhancing the magical abilities of those who wield them.

Aether-Enhanced Musicians’ Instruments (Level One Stats) — Instrument Enhancements: When played by a proficient musician or bard, Aether-Enhanced Musicians’ Instruments grant the following benefits during performances or rituals:

  • Flute: Grants advantage on Charisma (Performance) checks for charming or mesmerizing melodies.
  • Lute: Grants advantage on Charisma (Performance) checks for inspiring and emotional performances.
  • Drum: Allies within a 30-foot radius of the drummer gain a +1 bonus to attack rolls and saving throws during the performance.

Skills: To effectively use Aether-Enhanced Musicians’ Instruments, a character must be proficient in the relevant instrument and possess proficiency in Performance skills.

Cost: Aether-Enhanced Musicians’ Instruments are highly valued, with prices starting at 150 gold pieces for simpler models and increasing with complexity and enchantment.

Size: The instruments vary in size, with flutes and lutes being easily portable and drums ranging from handheld to larger ceremonial sizes.

Requirements: To attune to the magical properties of Aether-Enhanced Musicians’ Instruments, the player must be proficient in both the relevant instrument and the Performance skill. Attuning to an instrument involves spending a short period of time bonding with the magical energies within the instrument.

Tags:

  • Magical Melodies: The Aether-enhanced instruments are classified as magical items due to their ability to infuse melodies with ethereal magic.
  • Bardic Enchantment: These instruments are prized by bards for their ability to inspire and enchant audiences during performances.
  • Battlefield Rhythms: The drums’ capacity to boost the abilities of nearby allies during battles makes them invaluable tools in combat scenarios.
  • Additional: Ethereal Resonance, Artisanal Mastery, Combat Harmony, Emotional Amplification, Ritual Conduit, Musical Magitech, Performance Catalyst, Audience Enchantment, Custom Craftsmanship, Aether Infusion

Selling Environment: Aether-Enhanced Musicians’ Instruments are typically sold through specialized magitech emporiums, music academies, and artisanal shops. These establishments cater to both accomplished musicians and aspiring bards seeking instruments that blend musical artistry with magical enchantments.

The Aethersteel Foundry’s flagship store showcases a limited selection of these instruments, reflecting their commitment to merging the realms of magitech and musical craftsmanship. Custom-made instruments or limited-edition designs may be commissioned by renowned musicians or bards seeking unique and powerful tools to elevate their performances.

Results and Usage: Aether-Enhanced Musicians’ Instruments elevate musical performances to captivating heights. Bards using these instruments can inspire emotions, evoke memories, and sway the hearts of their audience with ease. The enchanting melodies of the Aether-enhanced flutes leave listeners spellbound, while lutes resonate with magical chords that evoke powerful emotions. The drums’ rhythmic beats can energize allies during battles, granting them an edge in combat with enhanced attack precision and resilient saves.

During rituals, these instruments serve as potent conduits for magical energy, aiding in the channeling of arcane or divine powers. The harmonious blend of music and magic creates a profound experience, strengthening the bond between musicians, their audience, and the cosmic forces they seek to invoke.

In grand concert halls and intimate taverns alike, Aether-Enhanced Musicians’ Instruments become prized possessions, cherished by musicians and bards who seek to push the boundaries of their craft. The reputation of the Aethersteel Foundry as a purveyor of both exquisite magitech and musical artistry grows with each performance that captivates the hearts and minds of listeners, making these instruments indispensable tools for those who seek to create harmony and magic through music.

Above and below are examples of Aether Enhanced Musicians Instruments

Perception of Activation: When an Aether-Enhanced Musician’s Instrument is activated, its magical properties come alive, creating a multisensory experience that blends the artistry of music with the power of Saṃsāra’s magitech. The perception differs between the user—typically a musician or bard playing the instrument—and an observer witnessing the performance. Below, the five senses (sight, sound, touch, smell, and taste) are detailed alongside extrasensory perceptions such as magical resonance, emotional aura, and spatial harmony. These are explored from both perspectives, followed by the positives and negatives of the activation.

  • User’s Perspective: 
    • Sight: As the user plays, the instrument transforms visually. The Aether crystals embedded in the flute, lute, or drum ignite with a radiant glow—soft blue for the flute, golden-green for the lute, fiery orange for the drum. Runes etched into the Aethersteel shimmer faintly, pulsing in rhythm with the melody. Wisps of luminescent mist or vapor curl from the instrument, trailing off into the air like visible notes, creating a hypnotic interplay of light and motion that dances before the user’s eyes. 
    • Sound: The user hears the instrument’s natural tones amplified into something extraordinary. The flute’s haunting whistle gains an ethereal echo, as if played in a vast, unseen cavern. The lute’s chords resonate with a rich, layered harmony that vibrates through the body. The drum’s beats thud with a primal, reverberating force, each strike sending a sonic pulse that feels almost tangible. A faint crystalline chime underlies the music, a signature of the Aether crystals’ activation. 
    • Touch: Holding the instrument, the user feels a warm buzz emanating from the Aethersteel, like a gentle current flowing through their fingers. The flute vibrates subtly with each breath, the lute’s strings hum against the fingertips, and the drum’s frame trembles with each strike. As the performance intensifies, the warmth can spike into a sharp tingle, hinting at the magical energy straining to break free. 
    • Smell: A faint, crisp scent fills the user’s nostrils—ozone mixed with a woody, resinous undertone from the instrument’s materials. The flute carries a hint of cool mist, the lute a warm, spiced aroma, and the drum a whiff of burnt earth or steam, tying each to its elemental essence. 
    • Taste: The user might notice a subtle metallic tang on their tongue, as if the air itself is charged with the instrument’s energy. For the flute player, it’s accompanied by a slight dryness; for the drummer, a gritty, ash-like aftertaste lingers with each forceful beat. 
    • Extrasensory – Magical Resonance: The user senses a surge of arcane power flowing through them, syncing their intent with the instrument. It’s as if the music becomes a conduit, amplifying their will and projecting it outward in waves of magical force. 
    • Extrasensory – Emotional Aura: Playing the instrument floods the user with heightened emotion—elation from the flute’s charm, inspiration from the lute’s chords, or vigor from the drum’s rhythm. Yet, sustaining the activation can stir a faint unease, as if the instrument demands more of their spirit than they’re ready to give. 
    • Extrasensory – Spatial Harmony: The user feels the space around them shift, the music bending the air into a harmonious field. It’s a fleeting sense of control, as if they’re sculpting the environment with each note.
  • Observer’s Perspective: 
    • Sight: The observer sees the instrument flare with life. The Aether crystals glow vividly, casting shifting light—blue tendrils from the flute, golden arcs from the lute, orange bursts from the drum—onto nearby surfaces. Runes pulse along the Aethersteel, and faint mist or vapor spirals outward, creating a halo of energy around the player. The musician appears almost otherworldly, their movements framed by this radiant display. 
    • Sound: The observer hears the music as a layered, enchanting force. The flute’s melody weaves through the air like a ghostly whisper, the lute’s chords swell with an emotional depth that tugs at the heart, and the drum’s beats thud with a commanding power that rattles the chest. A high-pitched crystalline hum weaves through it all, adding an eerie, magical edge. 
    • Touch: A subtle vibration ripples through the ground or air, felt most strongly within 30 feet of the player. The flute’s notes bring a cool breeze, the lute a warm wave, and the drum a pulsing pressure that presses against the skin, especially during intense rhythms. 
    • Smell: The observer catches a sharper version of the user’s scents—ozone and resin, now tinged with a hint of burnt metal or steam from the drum’s vapor vents. The air grows heavy, charged with the instrument’s magical output. 
    • Taste: A faint bitterness lingers in the observer’s mouth, like dust or faint ash carried on the currents of sound and energy, growing more pronounced the closer they stand. 
    • Extrasensory – Magical Resonance: The observer feels a ripple in the ambient energy, a tingling pressure that hints at the instrument’s power reshaping the surroundings. It’s subtle but unmistakable, like a distant storm approaching. 
    • Extrasensory – Emotional Aura: The music stirs the observer’s emotions—captivation from the flute, uplift from the lute, or a surge of adrenaline from the drum. Yet, there’s a twinge of awe mixed with unease, as the power feels wild and barely contained. 
    • Extrasensory – Spatial Harmony: The observer perceives the space warping faintly, the music creating pockets of harmony that align the world around the player. It’s disorienting, as if the boundaries of reality soften for a moment.
  • Positives: The activation elevates the user’s performance, granting them the ability to charm, inspire, or energize with supernatural potency. The flute mesmerizes foes or allies, the lute bolsters morale with profound emotion, and the drum empowers nearby companions in battle, offering tangible advantages. Observers are drawn in, their attention captivated or their spirits lifted, enhancing social or tactical outcomes. The extrasensory connection deepens the user’s artistry, making their music a bridge between the mundane and the magical, while the visual and auditory spectacle can awe or intimidate as needed.
  • Negatives: The sensory intensity can overwhelm the user, with sharp tingles or emotional strain taxing their focus during long performances. Observers might find the display unnerving, especially if the magical energy feels too potent or unpredictable. The instrument’s reliance on proficiency limits its use, and pushing it too far risks dissonance—notes could falter, charms could backfire, or the drum’s vigor could exhaust rather than energize. The charged air and lingering aftereffects might leave both user and observer dazed, particularly in tight spaces where the energy reverberates, amplifying the risk of fatigue or distraction.

Aether-Enhanced Musician’s Instrument Crafting Recipe: Crafting an Aether-Enhanced Musician’s Instrument requires a harmonious blend of musical craftsmanship and magitech expertise, mirroring the originals produced by the Aethersteel Foundry. This recipe outlines the process to recreate a functional instrument—whether a flute, lute, or drum—infused with ethereal magic to elevate performances and channel arcane power. The resulting item will captivate audiences, inspire allies, and serve as a potent tool for bards and musicians in Saṃsāra.

  • Materials Needed
    • Aethersteel Ingots (2 for flute, 3 for lute, 4 for drum): A shimmering alloy infused with magical properties, forming the instrument’s structural components. Sourced from Aether-rich deposits or magitech traders at 100 gold pieces per ingot. 
    • Aether Crystals (1 for flute, 2 for lute, 3 for drum): Small, radiant crystals that store and amplify magical energy, essential for the instrument’s enchanting effects. Available from arcane markets for 50 gold pieces each. 
    • Resonant Wood (1 plank for flute or lute, none for drum): A rare wood, such as Saṃsāra’s echo-pine, that naturally resonates with sound and magic. Costs 30 gold pieces from specialty lumber merchants. 
    • Treated Hide (none for flute or lute, 1 sheet for drum): A magically cured leather for the drumhead, capable of withstanding Aether-enhanced vibrations. Priced at 40 gold pieces from tanners. 
    • Silver-Threaded Wire (2 feet for flute, 5 feet for lute, none for drum): Conductive strands to channel energy and enhance string resonance, available for 10 gold pieces per foot from artificers. 
    • Elemental Essence (1 vial): A distilled mixture of air (for flute), fire (for lute), or earth (for drum), used to bind the Aether crystals’ energy. Costs 25 gold pieces from alchemists.
  • Tools Required
    • Aetherforge Hammer: An enchanted hammer designed to shape Aethersteel without disrupting its magical properties. Found in magitech workshops or rented for 50 gold pieces per use. 
    • Luthier’s Carving Set: A collection of chisels and knives for shaping resonant wood or hide into musical forms, available for 20 gold pieces from artisans. 
    • Crystal Tuning Fork: A delicate tool to align Aether crystals’ vibrations with musical tones, costing 60 gold pieces from arcane suppliers. 
    • Steam-Powered Polisher: A mechanical device using steam to smooth and refine surfaces, common in industrial shops for 150 gold pieces or rentable. 
    • Arcane Scriber: A tool for etching runes into metal with magical ink, essential for embedding enchantments. Priced at 60 gold pieces from enchanters.
  • Skill Requirements
    • Performance Proficiency: The crafter must be proficient in the relevant instrument (flute, lute, or drum) to ensure it plays flawlessly and channels magic through sound. 
    • Arcana Proficiency: Knowledge of magical principles is required to infuse the instrument with Aether energy and align its enchantments. 
    • Craftsmanship Basics: Experience in woodworking (for flute/lute) or leatherworking (for drum) is necessary to shape the physical form to professional standards.
  • Crafting Steps
    • Shape the Base Structure: For a flute or lute, carve the resonant wood plank into the instrument’s body using the luthier’s carving set—a hollow tube for the flute, a curved soundbox for the lute. For a drum, stretch the treated hide over a circular frame made from one Aethersteel ingot, securing it with tension pegs. Ensure the shape enhances natural acoustics, taking about an hour of careful work. 
    • Forge the Aethersteel Components: Heat the remaining Aethersteel ingots with a fire source until they glow faintly blue. Use the Aetherforge hammer to shape them into reinforcing bands (flute), a fretboard frame (lute), or a full drum rim (drum). Cool the metal naturally to preserve its conductivity, requiring roughly 30 minutes per ingot. 
    • Tune the Aether Crystals: Strike each Aether crystal gently with the crystal tuning fork, listening for a clear, resonant tone that matches the instrument’s intended pitch (high for flute, mid for lute, low for drum). Adjust by tapping until they hum in unison, ensuring they amplify sound and magic harmoniously. This step takes 15 minutes per crystal. 
    • Embed the Crystals: Secure the tuned Aether crystals into the instrument—along the flute’s shaft, at the lute’s harmonic points, or around the drum’s rim—using the Aethersteel components as mounts. Pour the vial of elemental essence over them to bind their energy, letting it seep in and evaporate over 10 minutes, leaving a faint shimmer. 
    • String or Finish the Instrument: For the flute, drill precise holes along the Aethersteel-reinforced tube with the carving set, threading silver wire inside to connect the crystals. For the lute, stretch the silver-threaded wire across the fretboard, tuning each string to resonate with the crystals. For the drum, polish the hide and rim with the steam-powered polisher until they gleam, enhancing vibration. This step varies—30 minutes for flute, an hour for lute, 45 minutes for drum. 
    • Inscribe Arcane Runes: Using the arcane scriber dipped in magical ink, etch runes of harmony, power, and resonance onto the Aethersteel surfaces—along the flute’s length, around the lute’s frame, or encircling the drum’s rim. The runes must flow without interruption, glowing faintly when complete, taking 20 minutes of steady precision. 
    • Test and Calibrate: Play the instrument for a short performance (5 minutes), channeling a simple melody or rhythm. Observe the crystals’ glow and the mist/vapor output—adjust the wire tension (flute/lute) or hide tautness (drum) if the light flickers or the sound wavers. The instrument should emit a steady hum and a clear, amplified tone when properly calibrated. 
    • Final Bonding: Perform a 10-minute attunement ritual, playing a full piece while focusing on the instrument’s magic. This seals the components, activating its enchanting properties. Allow it to rest for an hour afterward to stabilize the Aether energy within.

The completed Aether-Enhanced Musician’s Instrument is ready for use by a proficient performer, taking approximately four to six hours to craft depending on the type. It mirrors the Foundry’s originals, offering magical melodies and battlefield utility, with a starting value of 150 gold pieces for simpler models, rising with added complexity or custom enhancements.

Song of the Aether Strings

In times long shadowed, when the winds of Saṃsāra carried voices of the unseen and the earth sang with the steps of forgotten kin, there came a tale scratched upon tablets of clay, its words bent and broken from a tongue older than the stars. This be the story most known of the first Aether Strings, as the ancients named it, a thing of sound and wonder wrought by hands lost to dust. The telling be rough, the old marks half-faded, yet its echo lingers in the firesides of the world.

There was once a wanderer, Ysmera, whose feet knew no rest and whose heart burned with melodies none could hear. She was no queen, no mage, but a voice of the wild places, where the air shimmered with Aether’s breath. The old ones say she climbed a peak where the sky touched the ground, and there she found a gleam—a shard of light trapped in stone, singing soft as a river. Ysmera took this gleam, this Aether heart, and carried it down to her camp, where the winds howled her name.

In a hollow of stone and steam, Ysmera worked. She bent wood with hands that bled, and she strung it with threads of silver pulled from the earth. The Aether heart she set within a frame of iron, cold and strange, and she sang to it songs she did not know—songs of joy, of sorrow, of the world’s deep pulse. When her fingers struck the strings, the air trembled, and the thing awoke. The Aether Strings, it was called, though the scribes stumble—Ethera Cantus, they scratched, or some such twisted sound. Its voice was a storm of beauty, and Ysmera felt its power lift her soul.

The tale splinters here, for the ancient words falter. Some say Ysmera played to calm a horde of beasts, their roars turning to silence as the Strings wove peace. Others whisper she called the dead to dance, their bones swaying to her tune under a moon of blood. All nod that her music grew mighty—notes that stirred the heart, rhythms that shook the bones of the earth. But the Strings were no tame thing. The Aether heart thirsted, and Ysmera’s voice grew thin, her eyes hollow, as if the song drank her life to fuel its own.

The story spread, carried by wanderers on ships of sail and steam. From the cave cities to the sky towers, they came—singers with eyes of fire, makers with hands of gear and spark. They pleaded with Ysmera to share the Strings, to teach its craft. But Ysmera, worn by its call, hid it away. The old marks say she laid it beneath a stone that sang, or cast it into the deep waters where the currents moan. Yet the seekers pressed on. They broke her camp, scattered her tools, and when they found naught, they cursed her to the winds.

The end of Ysmera fades into the cracks of time. Some carvings claim she rose with the Strings, her form a melody on the breeze, no longer flesh but sound eternal. Others mutter she crumbled to ash, the Aether heart taking all she had. The Strings themselves vanished, or so the tale bends, though whispers hold they rest still, buried in the wilds of the old world, their hum calling to those who dare listen.

From this song, the Aethersteel Foundry drew its craft. Their Enhanced Instruments, they say, be shadows of Ysmera’s Strings, shaped anew from fragments of that lost art. The folk of Saṃsāra know the tale, though its edges be rough, and they sing it to their kin—poorly writ, poorly sung, but alive in the heart of their music.

Moral of the Story: Beauty born of the unknown bears a hunger none can sate, and what lifts the spirit to soar may yet bind it to silence.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Item Name: Aether-Enhanced Musician’s Instrument

  • Description: A hauntingly crafted instrument—flute, lute, or drum—forged from Aethersteel and set with glowing crystals that pulse with unearthly energy. Its melodies weave magic into the air, captivating or empowering listeners, though its origins hint at powers beyond mortal ken.
  • Sanity Cost: 1/1d4 upon first use; 0/1d2 per subsequent activation if channeling its effects.
  • Power Cost: 2 Magic Points to activate (plus 1 per minute of sustained play).
  • Activation Time: 1 combat round (ritual attunement requires 10 minutes outside combat).
  • Skill Requirements: Art/Craft (Instrument) 40% or higher to play effectively; failure risks a mishap (see below).
  • Effects: 
    • Flute: Success on a Hard Art/Craft (Flute) check mesmerizes listeners within 30 feet, imposing a Penalty Die on their actions for 1d4 rounds unless they succeed on a POW roll (opposed by user’s POW). 
    • Lute: Success on a Hard Art/Craft (Lute) check inspires allies within 30 feet, granting a Bonus Die to one roll of their choice within the next minute. 
    • Drum: Success on a Hard Art/Craft (Drum) check boosts allies within 30 feet, adding +1d4 to damage rolls for 1 minute. 
  • Mishap: On a failed check, roll 1d10: 1-5, the effect reverses (e.g., allies are mesmerized); 6-10, lose 1d4 Magic Points as the crystals flare.
  • Special Rules: 
    • Observers unfamiliar with its magic suffer a -5% Sanity roll penalty when witnessing its use. 
    • Prolonged play (over 5 minutes) requires a CON roll (Difficulty: Hard); failure inflicts 1d3 HP fatigue.
  • Availability: Traded by occult musicians or found in Saṃsāra ruins for 150 gold pieces equivalent.

Blades in the Dark (Revised Edition)

Item Name: Aether-Enhanced Musician’s Instrument

  • Type: Arcane Implement (Rare)
  • Description: A beautifully wrought flute, lute, or drum of Aethersteel and glowing crystals, thrumming with magical resonance. It enchants listeners and bolsters crews, a treasure for buskers and whispers in Doskvol’s shadows.
  • Load: 1 (flute/lute) or 2 (drum).
  • Tier: II (reflecting craftsmanship and potency).
  • Cost: 4 Coin to acquire via black markets or a 1-stress flashback to craft with a Tinker roll.
  • Mechanics: 
    • Flute – Mesmerizing Tune: When used with an Attune or Sway roll, add +1d to charm or distract a target within earshot. Effect level increases by 1 (e.g., Standard to Great). 
    • Lute – Inspiring Chords: During a score, use a Prowl or Consort roll to grant +1 effect to an ally’s next action. Costs 1 downtime action if used outside combat. 
    • Drum – Battle Rhythm: Use a Wreck or Skirmish roll to give allies in a 30-foot radius +1d to their next roll. Generates 1 Heat from its arcane pulse. 
  • Risk: Overuse (more than 2 activations per score) ticks a 4-segment “Dissonance” clock; when full, the instrument misfires (GM chooses complication) until repaired (1 Coin, 1 downtime).
  • Crew Use: Counts as a fine item for Slide or Whisper playbooks, enhancing social or arcane actions.
  • Fiction Tie-In: Its eerie glow might attract ghosts, adding a spectral twist at the GM’s discretion.

Dungeons & Dragons (5th Edition)

Item Name: Aether-Enhanced Musician’s Instrument

  • Type: Wondrous Item, Uncommon (requires attunement by a creature proficient with the instrument)
  • Description: This Aethersteel instrument—flute, lute, or drum—shimmers with embedded crystals that glow when played, weaving magic into its music. Crafted by the Aethersteel Foundry, it enchants and empowers through song.
  • Properties: 
    • Flute: When you play for 1 minute, you can expend 1 charge to cast Charm Person (DC 13) without a spell slot. Targets have disadvantage on the save if you succeed on a DC 13 Charisma (Performance) check. 
    • Lute: When you play for 1 minute, you can expend 1 charge to cast Heroism (1 target, no concentration) with a DC 13 Charisma (Performance) check. 
    • Drum: When you play as an action, expend 1 charge to grant allies within 30 feet a +1 bonus to attack rolls and saving throws for 1 minute (requires a DC 13 Charisma (Performance) check). 
  • Charges: Holds 3 charges; regains 1d3 charges daily at dawn. 
  • Overuse Risk: If all charges are spent in 1 hour, roll a d20; on a 1, the instrument dissonates, becoming unusable until repaired (DC 13 Arcana check, 1 hour).
  • Attunement: Requires 1 minute of playing to attune.
  • Weight: 1 lb. (flute), 2 lbs. (lute), 5 lbs. (drum).
  • Cost: 150 gp (market value).
  • Lore Note: Bards of Saṃsāra prize these for their dual artistry and power.

Knave (2nd Edition)

Item Name: Aether-Enhanced Musician’s Instrument

  • Description: A finely made flute, lute, or drum of Aethersteel and glowing crystals, humming with arcane energy. Its music enchants or strengthens, a relic of Saṃsāra’s magical craft.
  • Slots: 1 (flute/lute) or 2 (drum).
  • Defense: +0 (no armor value).
  • Quality: 2 (reflecting its enhanced nature).
  • Abilities: 
    • Flute: Play for a turn to mesmerize 1d6 creatures within 30 feet (Wisdom save DC 12 or distracted, -2 to rolls for 1 minute). Usable once per day. 
    • Lute: Play for a turn to inspire 1 ally within 30 feet, granting +1d6 to their next roll. Usable twice per day. 
    • Drum: Play as an action to give allies within 30 feet +1 to attack or saves for 1 minute. Usable once per day. 
    • Risk: Each use after the daily limit forces a Wisdom save (DC 10 + uses); failure inflicts 1d4 damage from feedback.
  • Requirements: Charisma 11+ (representing Performance skill).
  • Value: 150 cp (copper pieces).
  • Weight: 1 slot (flute/lute), 2 slots (drum).
  • GM Note: Its magical hum may attract unwanted attention—roll for encounters after use in perilous areas.

Fate Core System

Item Name: Aether-Enhanced Musician’s Instrument

  • Description: A masterfully crafted flute, lute, or drum forged from Aethersteel and studded with glowing crystals, this instrument weaves ethereal magic into its melodies. It’s a bard’s dream, amplifying music into a force of enchantment and inspiration.
  • Aspects: 
    • High Concept: Magical Melody Weaver 
    • Trouble: Fragile Crystal Harmony 
    • Other Aspects: Aethersteel Craftsmanship, Captivating Resonance, Battlefield Muse
  • Stunts: 
    • Flute – Mesmerizing Song: Once per session, when you succeed on a Create an Advantage action using Rapport or Performance to charm or distract, invoke Captivating Resonance for free to place a Mesmerized aspect on a target with a free invoke. 
    • Lute – Inspiring Tune: When you use an Overcome or Create an Advantage action with Performance to boost an ally, gain a +2 bonus if the action involves emotional uplift, reflecting the lute’s power. 
    • Drum – Rhythmic Surge: Once per scene, use Performance to grant all allies in the same zone a +1 to their next roll, fueled by Battlefield Muse.
  • Stress & Consequences: 
    • The instrument has a 2-box stress track; if filled, it takes a Mild Consequence (e.g., “Cracked Crystals”) and becomes unusable until repaired with a Crafts roll (Difficulty: Good [+3]).
    • Refresh Cost: 1 (as a significant narrative tool).
  • Fiction Notes: Compelling Fragile Crystal Harmony can introduce dissonance or attract attention, earning a Fate Point, tying it to Saṃsāra’s high-magic flair.

Numenera (Cypher System)

Item Name: Aether-Enhanced Musician’s Instrument

  • Type: Artifact
  • Level: 4
  • Description: A flute, lute, or drum of Aethersteel with glowing crystals, this relic hums with arcane energy, enhancing music with magical effects. A product of Saṃsāra’s lost magitech, it’s prized by explorers and performers.
  • Effects: 
    • Flute – Charming Melody: Reduce the difficulty of an Intellect task to charm or persuade by 2 steps for 1 minute. Costs 2 Intellect points. 
    • Lute – Inspiring Chords: Grant an ally within short range an asset on their next task (e.g., attack, defense) for 1 minute. Costs 1 Intellect point. 
    • Drum – Energizing Beat: Allies within immediate range gain +1 to damage on their next attack. Costs 3 Intellect points, lasts 1 round.
  • Depletion: 1 in 1d20 (rolled after each use; depletion means the crystals dim, requiring rare materials worth 30 shin to restore).
  • Usage Rules: 
    • Requires a successful Intellect task (difficulty 4) to attune initially, taking 10 minutes. 
    • Overuse (more than 3 activations per day) triggers a GM Intrusion: the instrument dissonates, imposing a 1-step difficulty increase on the user’s next task.
  • Salvage Value: 1d6+4 shin in parts if disassembled.
  • Fiction Tie-In: Its eerie hum hints at Saṃsāra’s magical-industrial past, possibly resonating with numenera devices.

Pathfinder (2nd Edition)

Item Name: Aether-Enhanced Musician’s Instrument

  • Level: 5
  • Price: 150 gp
  • Bulk: L (flute/lute) or 1 (drum)
  • Type: Wondrous Item (Magical, Auditory)
  • Description: This Aethersteel instrument—flute, lute, or drum—pulses with crystal-enhanced magic, amplifying music into enchanting or empowering effects. A Saṃsāra bard’s treasure, it blends art and arcane power.
  • Activate: 1 Action (auditory, envision); Requirements: Proficiency with the instrument.
  • Effects: 
    • Flute: Play to cast Charm (1st level, DC 17) on one target within 30 feet. Requires a successful DC 15 Performance check. 
    • Lute: Play to cast Inspire Courage (cantrip heightens to 2nd level, +1 status bonus) for 1 minute, no concentration. Requires a DC 15 Performance check. 
    • Drum: Play to grant allies within 30 feet a +1 status bonus to attack rolls and saves for 1 round. Requires a DC 15 Performance check.
  • Frequency: Once per hour per effect.
  • Craft Requirements: Craft Magic (DC 20), 75 gp in materials (Aethersteel, crystals), Performance proficiency.
  • Special: Failure on the Performance check risks dissonance—roll a DC 15 flat check; failure wastes the action and prevents reuse for 10 minutes.
  • Hands: 2
  • Flavor Note: Its crystalline hum echoes through Saṃsāra’s concert halls and battlefields.

Savage Worlds (Adventure Edition)

Item Name: Aether-Enhanced Musician’s Instrument

  • Type: Arcane Device
  • Cost: 150 gold pieces
  • Weight: 1 lb. (flute), 2 lbs. (lute), 5 lbs. (drum)
  • Description: A flute, lute, or drum of Aethersteel and glowing crystals, this device weaves magic into music, charming foes or boosting allies. A Saṃsāra relic of art and power.
  • Powers: 
    • Flute – Charm: As an action, roll Performance (TN 4) to impose -2 to an enemy’s Spirit roll to resist being Distracted for 1 minute. Costs 1 Power Point. 
    • Lute – Inspire: As an action, roll Performance (TN 4) to grant an ally +1 to their next Trait roll. Costs 1 Power Point, lasts 1 minute. 
    • Drum – Rally: As an action, roll Performance (TN 4) to give allies in a Medium Burst Template +1 to attack or Vigor rolls for 1 round. Costs 2 Power Points.
  • Power Points: Holds 5 Power Points; recharges 1/hour in a magical area.
  • Drawback: On a Critical Failure, the instrument dissonates—user takes 1 Fatigue until rested (1 hour).
  • Availability: Rare; traded by Saṃsāra artisans.
  • Trappings: Glowing crystals and faint steam tie it to a steampunk aesthetic.
  • Notes: Counts as a “Weird Item” for the Performer Edge, boosting social rolls.

Shadowrun (6th Edition)

Item Name: Aether-Enhanced Musician’s Instrument

  • Type: Magical Focus (Fetish)
  • Cost: 20,000 nuyen
  • Availability: 12R (Restricted; rare Saṃsāra import)
  • Description: A flute, lute, or drum crafted from Aethersteel with glowing crystals, this instrument pulses with arcane resonance, amplifying spells and social influence. A street bard’s dream, it’s a blend of magic and art smuggled from mystical realms.
  • Stats: 
  • Force: 2 
  • Essence Cost: None (external item). 
  • Attunement: Requires 1 hour ritual and a successful Art + Magic (2) test to bond.
  • Effects: 
    • Flute – Charm: Add +2 dice to a Sorcery or Con test to influence or mesmerize a target within 10 meters. Usable twice per run. 
    • Lute – Inspire: Add +2 dice to a Conjuring or Influence test to boost an ally’s next roll (e.g., attack or resistance). Usable twice per run. 
    • Drum – Rally: Grant allies within 10 meters +1 Edge for their next action. Usable once per run, costs 1 Minor Action.
  • Drawback: Each use increases Background Count by 1 (fades at 1/hour). Overuse (more than 3 uses in 1 hour) risks a glitch on the next test unless a Willpower + Charisma (2) test succeeds.
  • Legality: Restricted; unlicensed use draws corp attention.
  • Street Notes: Its glow might ping astral scanners—roll 2d6 after use; on a 10+, a watcher spirit investigates.

Starfinder (1st Edition, 2023 Errata)

Item Name: Aether-Enhanced Musician’s Instrument

  • Type: Hybrid Item (Magic/Tech)
  • Level: 5
  • Price: 3,000 credits
  • Hands: 2
  • Bulk: L (flute/lute) or 1 (drum)
  • Description: A Saṃsāra-crafted flute, lute, or drum of Aethersteel and glowing crystals, this hybrid device weaves magic into music, charming or boosting allies. Its steampunk design hums with arcane potential.
  • Capacity: 8 charges
  • Usage: 1 charge/activation
  • Recharge: Regains 1d4 charges daily in a magical field or via a mystic shard (300 credits).
  • Effects: 
    • Flute: Play as a standard action to cast Charm Person (DC 15) on one target within 30 feet. Requires a Mysticism check (DC 15). 
    • Lute: Play as a standard action to grant one ally within 30 feet +1 to attack rolls for 1 minute. Requires a Mysticism check (DC 15). 
    • Drum: Play as a standard action to give allies within 30 feet +1 to damage rolls for 1 round. Requires a Mysticism check (DC 15).
  • Special: Overusing (more than 4 charges in 1 hour) risks overload—roll a d20; on a 1-4, it shorts until repaired (Engineering DC 18, 1 hour, 50 credits).
  • Crafting: Requires ranks in Mysticism (5), 1,500 credits in materials.
  • Flavor: Its hum disrupts comms slightly, adding +1 to Perception DCs to detect when active.

Traveller (2nd Edition, Mongoose Publishing)

Item Name: Aether-Enhanced Musician’s Instrument

  • Type: Exotic Artefact
  • Tech Level: 9 (Saṃsāra’s magical-industrial blend)
  • Cost: Cr 15,000
  • Weight: 0.5 kg (flute), 1 kg (lute), 2 kg (drum)
  • Description: A flute, lute, or drum of Aethersteel and glowing crystals, this artefact resonates with strange energy, enhancing psionic or social effects. Salvaged from Saṃsāra’s drifting isles, it baffles Imperial techs.
  • Effects: 
    • Flute – Charm: Reduce the difficulty of a Persuade or Carouse check by -2 to influence a target within earshot. Costs 1 charge, takes 1d6 minutes. 
    • Lute – Inspire: Grant an ally within short range a Boon (roll 3d6, keep best 2) on their next skill check. Costs 1 charge. 
    • Drum – Rally: Allies within short range gain +1 DM to their next combat roll. Costs 2 charges, takes 1 round.
  • Power: Holds 4 charges; recharges 1 charge/day in a psionic or high-energy zone, or via a rare crystal (Cr 3,000).
  • Drawback: Each use risks a Malfunction (2d6; 10+ imposes -1 DM on the next roll due to dissonance). Failed attunement (Edu 8+) inflicts 1d3 Endurance damage.
  • Availability: Rare; traded in xeno-bazaars.
  • Notes: Counts as a “Curiosity” for Broker checks, drawing rival interest.

Warhammer 40,000: Wrath & Glory (Revised Edition)

Item Name: Aether-Enhanced Musician’s Instrument

  • Tier: 2
  • Value: 5 (Uncommon)
  • Keywords: Artefact, Psychic, Rogue Trader
  • Description: A flute, lute, or drum from Saṃsāra, forged of Aethersteel with glowing crystals, this xenos relic channels warp energy through music. It enchants or bolsters, but its warp-taint unnerves the pious.
  • Effects: 
    • Flute – Charm: Roll Interaction (DN 4) to inflict Dazed (1 shift penalty) on one target within 10 meters for 1 round. Costs 1 charge. 
    • Lute – Inspire: Roll Leadership (DN 4) to grant one ally within 10 meters +1 die to their next test. Costs 1 charge. 
    • Drum – Rally: Roll Athletics (DN 5) to give allies within 10 meters +1 to damage for 1 round. Costs 2 charges.
  • Charges: Holds 3 charges; regains 1 charge per session if exposed to warp energies (GM discretion).
  • Risk: Each use adds 1 Ruin (warp echo). On a Complication, roll a d6; on a 1, the user suffers 1 Shock from warp feedback.
  • Requirements: Performer archetype or Interaction skill (DN 4 test to attune, 10 minutes).
  • Availability: Uncommon; traded by rogue traders or found in xenos ruins.
  • Lore: The Ecclesiarchy condemns its use, yet its power tempts rogue psykers.