From: Forsaken Alchemists Abode
Lore: The Phantasmal Mirror is a mysterious and enigmatic artifact, its origins lost to time and forgotten by all but the most knowledgeable scholars of ancient arcane arts. Legends tell of a powerful sorcerer or seer who crafted the mirror with the intent of peering into the depths of the human soul, revealing hidden truths and exposing the innermost desires and fears that lie dormant within everyone.
The mirror’s surface, inlaid with intricate silver runes, reflects a mystical craftsmanship that hints at its otherworldly nature. When one gazes into the mirror, their reflection seemingly dissolves, replaced by a shifting and rippling landscape of dreams and illusions. The images conjured by the Phantasmal Mirror are deeply personal and profound, mirroring the truest aspects of the observer’s psyche.
Originally, the mirror was used as a tool for introspection, allowing individuals to confront their subconscious desires, fears, and memories. It served as a guide to inner understanding, enlightenment, and self-awareness. However, over the centuries, the mirror’s powers have grown unpredictable and uncontrolled. The line between reality and illusion has blurred, leading to disorienting experiences for those who dare to gaze into it.

Specific Tier One Stats for Phantasmal Mirror:
- Cost: Depending on its condition and the perceived risk of its use, the Phantasmal Mirror could be valued at a few hundred to several thousand gold pieces.
- Size: Large (about 6 feet in height and 3 feet in width)
- Requirements: The Phantasmal Mirror requires no specific skills to operate, but it is advised to use caution and restraint when interacting with its illusions.
- Tags: Arcane, Illusory, Unpredictable, Psyche, Reflection, Dreams, Fears, Desires, Runes, Visions, Chaos
Skills gained while using:
- Insight: +2
- Arcana: +3
- Perception: +1
How it Might Be Sold: The Phantasmal Mirror, being an object of great power and potential danger, is not an item that would be openly sold in conventional markets. Instead, it would likely be traded or acquired through secretive networks of scholars, mages, and collectors who have an interest in rare and ancient artifacts.
Acquiring the mirror might involve a quest or investigation to unearth its location, possibly involving deciphering cryptic clues hidden in ancient texts or exploring ruins and forgotten tombs. The seller would likely be a knowledgeable individual who understands the mirror’s true nature and seeks to pass it on to someone they deem worthy or capable of harnessing its powers responsibly.
Environment and Usage: The Phantasmal Mirror is mostly found in places of ancient magic, such as hidden chambers within forgotten ruins, ancient temples, or the abodes of wise and reclusive seers. It requires a secluded and contemplative environment where individuals can safely explore the depths of their minds without external distractions.
In its prime, the Phantasmal Mirror served as a guide for introspection, offering insights into one’s own psyche and facilitating personal growth. The images and illusions it conjured were tools for self-awareness and understanding, allowing individuals to confront their deepest desires, fears, and memories in a controlled and guided manner.
However, due to its current unpredictable state, the mirror’s illusions have become chaotic and potentially dangerous. Gazing into it now poses risks of experiencing disorienting, unsettling, or even nightmarish visions. Adventurers might seek to restore the Phantasmal Mirror’s stability or study its powers to gain insights into its mysteries. However, they should approach it with caution and prepare themselves for the potentially profound and unsettling experiences that await within its reflective depths.
Vision of the Seer’s Glass
In the shadowed epochs of yore, when the earth was yet a canvas of untamed magics and the heavens spoke in tongues no mortal could grasp, there was woven a tale of Lysara the Seer, a sorceress whose name was etched in the whispers of the aether. From a language older than the stars, its glyphs long crumbled into the dust of forgotten realms, this story was passed through the trembling hands of ancient scribes, translated with reverence into the dialects of old. It is most believed to tell of the Phantasmal Mirror, a mystical artifact of silver and illusion, a glass that peered into the depths of the soul, a relic that haunts the Forsaken Alchemist’s Abode with its rippling visions of truth and terror.
Lysara was no mere sorceress, but a seer whose heart burned with the fire of understanding. In an age when the lands of Saṃsāra were yet wild, their skies aflame with auroras and their seas whispering secrets to the moon, Lysara dwelt in the Forsaken Alchemist’s Abode, a sanctum carved from the bones of a fallen star. Its halls shimmered with the breath of magic, a place where the veils of reality frayed, and the winds of the arcane danced in patterns unseen. Lysara, with her mind as sharp as the edge of dawn, sought to craft a tool that could peer into the depths of the human soul, to reveal the hidden truths and innermost desires that lay dormant within, to guide those who sought enlightenment through the labyrinth of their own hearts.
With hands guided by the aether’s song, Lysara forged the Phantasmal Mirror. She crafted it as a grand glass, six spans tall and three spans wide, its surface inlaid with intricate silver runes that glowed with the light of forgotten truths. When one gazed into its depths, their reflection dissolved, replaced by a shifting and rippling landscape of dreams and illusions—a forest of memories, a storm of fears, a meadow of desires, each vision a mirror of the observer’s psyche. Lysara envisioned it as a tool for introspection, a guide to inner understanding, a beacon for those who sought to confront their subconscious and emerge with self-awareness. The Mirror became her greatest work, a testament to her wisdom, a glass that could illuminate the soul’s deepest corners.
In its prime, the Phantasmal Mirror was a marvel of arcane insight. Lysara stood before it, her eyes tracing the runes as she guided others to gaze into its depths. Warriors who sought courage saw visions of their greatest fears, confronting them with trembling hands until they emerged stronger. Scholars who sought wisdom saw memories of forgotten lessons, their minds sharpened by the truths they had buried. Lovers who sought clarity saw their desires laid bare, their hearts mended by the understanding they gained. The Forsaken Alchemist’s Abode became a sanctuary of enlightenment, a place where the soul’s secrets were unveiled, and Lysara’s name was sung in awe by those who dared to seek the truth within themselves.
But the Mirror’s power was a double-edged blade, and Lysara’s creation bore a hidden cost. The illusions it conjured were drawn from the aether, a realm where dreams and nightmares danced as one, and its magic was bound to the tides of chaos. Over the centuries, as Lysara’s successors used the Mirror without her guiding hand, its powers grew unpredictable, the line between reality and illusion blurring like a fading dream. Visions that once offered clarity became chaotic, their landscapes shifting into nightmarish realms that tormented the mind. On a night when the heavens wept fire and the aether sang in discord, a young mage named Thalren gazed into the Mirror, seeking to uncover the truth of his own heart.
The Mirror’s surface rippled, and Thalren’s reflection dissolved, replaced by a vision of a shadowed forest where whispers spoke his deepest fears—failure, betrayal, oblivion. The illusions grew wild, the forest twisting into a labyrinth of nightmares, its shadows reaching out to claw at his mind. Thalren’s screams echoed through the abode as the vision consumed him, his body collapsing before the Mirror, his mind trapped in a dreamscape of terror. The Forsaken Alchemist’s Abode fell into ruin, its halls darkened by the Mirror’s uncontrolled power, and the Phantasmal Mirror was left behind, its silver runes a faded warning in a chamber of forgotten truths, its surface a gateway to chaos.
The tale of the Mirror spread through the ages, carried by scribes who translated it from tongues older than memory, a story of insight and ruin that became the most believed legend of the abode. Adventurers who sought the ruins spoke Lysara’s name with a mix of reverence and dread, for the Phantasmal Mirror was both a treasure and a trap, a glass that could reveal the soul’s deepest truths but risked plunging its user into a nightmare from which they might not return. Those who found it faced its unstable magic—with careful contemplation, they could gaze into its depths, confronting their desires, fears, and memories to gain profound insight, but each use carried the danger of disorienting visions, their minds lost in illusions that blurred the line between reality and dream.
Some sought to restore the Mirror’s stability, calling upon skilled seers to mend its runes and temper its magic, hoping to wield its power without fear. Others used it sparingly, wary of its risks, employing its visions to uncover hidden truths about themselves or their foes, their hearts pounding with the knowledge that each gaze could be their last. The Vision of the Seer’s Glass became a cautionary hymn, sung in the halls of mages and the firesides of villages, a reminder that the soul’s depths are as perilous as they are profound, and those who peer into them must do so with hearts as steady as their minds.
Moral of the Story: Gaze not into the glass of truth without a steady heart, for the soul’s depths are a labyrinth of light and shadow, and those who seek to unveil them risk being lost in their own reflection. True wisdom lies in balance, and the greatest enlightenment is that which respects the boundaries of the mind.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
- Overview: In Call of Cthulhu, the Phantasmal Mirror is an occult artifact within the Forsaken Alchemist’s Abode, a derelict site steeped in eldritch energies. It reveals the user’s innermost desires, fears, and memories through illusions, but its unstable magic risks overwhelming the mind with nightmarish visions, fitting the game’s theme of perilous forbidden knowledge. Investigators might use it for introspection or to uncover hidden truths, but its chaotic effects could drive them to madness.
- Stat Block and Mechanics:
- Phantasmal Mirror
- Description: A large mirror, 6 feet tall and 3 feet wide, with a surface inlaid with intricate silver runes, reflecting a shifting landscape of dreams and illusions.
- Sanity Cost: Gazing into the Mirror costs 1D4/1D8 Sanity points due to its otherworldly illusions. A chaotic vision (see below) causes an additional 1D6/1D10 Sanity loss.
- Magic Points (MP) Cost: Activating the Mirror requires 5 MP per use. Each additional use within 24 hours costs 3 MP (cumulative).
- Effects:
- Illusory Revelation: The user can gaze into the Mirror to reveal their innermost desires, fears, or memories (requires 1 minute; Occult roll, 60%). On a success, gain a profound insight (e.g., uncover a repressed memory, granting +20% to a related skill for 1 hour, or reveal a fear, granting +20% to resist intimidation for 1 hour). On a failure, trigger a chaotic vision.
- Chaotic Vision (on Failed Roll or 10% Chance per Use): Roll 1D100:
- 01-50: The user experiences a disorienting vision, taking 1D4 damage (bypass armor) and suffering -20% to all skills for 1 hour as their mind reels.
- 51-90: The user is overwhelmed by a nightmarish vision, requiring a Sanity roll (1D6/1D10 loss on failure) and causing a temporary phobia (e.g., fear of mirrors) for 1D6 hours.
- 91-00: A catastrophic vision traps the user in a dreamscape, costing 1D10/1D20 Sanity points, and summoning a Mythos entity (e.g., a Dimensional Shambler, STR 75, CON 50, SIZ 80, DEX 60, INT 40, POW 60, HP 13, Damage 1D8+2) that attacks immediately.
- Drawback: Each use has a cumulative 10% chance per day of attracting a Mythos entity (e.g., a Hound of Tindalos), which hunts the user.
- Usage Limit: The Mirror can be used 3 times per day. Additional uses automatically trigger a chaotic vision (roll on the table above).
Blades in the Dark
- Overview: In Blades in the Dark, the Phantasmal Mirror is a volatile artifact hidden within the Forsaken Alchemist’s Abode, a crumbling arcane site in Duskwall’s underbelly. It reveals the user’s psyche through illusions, but its unstable magic risks chaotic visions, fitting the game’s supernatural heist theme. A crew might use it to gain insight into themselves or their targets, but its unpredictability could escalate the situation.
- Stat Block and Mechanics:
- Phantasmal Mirror
- Description: A large mirror, 6 feet tall and 3 feet wide, with a surface inlaid with silver runes, reflecting a shifting landscape of dreams and illusions.
- Tier: III (a high-risk, high-reward artifact).
- Load: 6 (too large to carry; requires a secure location to operate).
- Usage: Gazing into the Mirror requires an Attune roll (Risky position, Standard effect). On a 1-3, trigger a chaotic vision (see below), unless mitigated by a resistance roll (Resolve).
- Effects:
- Illusory Revelation: The user can reveal their innermost desires, fears, or memories (Attune roll, Controlled position, Standard effect). On a success, create an advantage like Revealed Truth with two free invokes (e.g., +1d to a future Persuasion or Study roll based on the insight). On a failure, trigger a chaotic vision.
- Chaotic Vision (on Failed Roll or 10% Chance per Use): Roll a d6:
- 1-3: The user experiences a disorienting vision, taking Level 1 Harm: “Disoriented” and suffering -1d to all actions for 1 scene.
- 4-5: The user is overwhelmed by a nightmarish vision, taking Level 2 Harm: “Haunted Mind” and gaining a temporary Trauma (e.g., “Fearful of Reflections”) for 1 score.
- 6: A catastrophic vision traps the user in a dreamscape, summoning a Tier III entity (e.g., a vengeful spirit, 3d attack) that attacks immediately, adding 1 Heat.
- Drawback: Each use adds 1 Heat due to its aetheric signature, risking attention from the Spirit Wardens or rival factions.
- Usage Limit: The Mirror can be used 3 times per score. Additional uses automatically trigger a chaotic vision (roll on the table above).
- Narrative Impact: The Mirror offers profound insights but can escalate the score with its visions (e.g., a nightmarish vision causes a crew member to hesitate, complicating their plans).
Dungeons & Dragons (5th Edition)
- Overview: In Dungeons & Dragons, the Phantasmal Mirror is a wondrous item within the Forsaken Alchemist’s Abode, a ruined arcane site where magical energies linger. It reveals the user’s psyche through illusions, but its unstable magic risks chaotic visions, fitting D&D’s high-fantasy tone. Adventurers might use it to gain insight or confront their fears, but its unpredictability adds a high-stakes risk.
- Stat Block and Mechanics:
- Phantasmal Mirror
- Wondrous Item, Rare
- This large mirror, 6 feet tall and 3 feet wide, has a surface inlaid with intricate silver runes, reflecting a shifting landscape of dreams and illusions.
- Properties:
- Illusory Revelation: As an action, you can gaze into the Mirror for 1 minute to reveal your innermost desires, fears, or memories. Make a DC 15 Wisdom (Insight) check: on a success, gain a profound insight (e.g., advantage on Wisdom (Insight) or Charisma (Persuasion) checks for 1 hour, or learn a repressed memory that aids a quest). On a failure, trigger a chaotic vision (see below).
- Chaotic Vision (on Failed Roll or 10% Chance per Use): Roll a d20:
- 1-10: You experience a disorienting vision, taking 2d6 psychic damage and gaining disadvantage on Wisdom and Charisma checks for 1 hour as your mind reels.
- 11-17: You are overwhelmed by a nightmarish vision, requiring a DC 15 Wisdom saving throw. On a failure, gain a short-term madness effect (DMG p.258) for 1d10 minutes.
- 18-20: A catastrophic vision traps you in a dreamscape, dealing 4d6 psychic damage (DC 15 Wisdom save for half) and summoning a hostile illusion (e.g., a CR 3 Shadow) that attacks immediately.
- Charges: The Mirror has 3 charges. Each use expends 1 charge. It regains 1d3 charges daily at dawn. If you expend the last charge, roll a d20: on a 1, the Mirror shatters, releasing a random illusion spell (e.g., Hypnotic Pattern, DC 15) centered on itself.
- Drawback: Each use has a cumulative 10% chance (resetting at dawn) of attracting a planar entity (e.g., a CR 2 Will-o’-Wisp), which appears within 1d4 hours to investigate.
Knave (2nd Edition)
- Overview: In Knave, the Phantasmal Mirror is a rare magical artifact found in the Forsaken Alchemist’s Abode, a ruined dungeon brimming with arcane dangers. It reveals the user’s psyche through illusions, but its unstable magic risks chaotic visions, fitting Knave’s minimalist, old-school vibe where items are central to character power. Adventurers might use it to gain insight, but its unpredictability adds a survival challenge.
- Stat Block and Mechanics:
- Phantasmal Mirror
- Magic Item, 6 Slots (large and immobile, 6 feet tall)
- A large mirror with a surface inlaid with silver runes, reflecting a shifting landscape of dreams and illusions.
- Usage: Gazing into the Mirror requires 1 minute and a Wisdom check (DC 12). On a failure, trigger a chaotic vision (see below).
- Effects:
- Illusory Revelation: The user reveals their innermost desires, fears, or memories (Wisdom check, DC 12). On a success, gain a +1 bonus to a related roll (e.g., +1 to Charisma for persuasion if a desire is revealed) for 1 hour. On a failure, trigger a chaotic vision.
- Chaotic Vision (on Failed Roll or 10% Chance per Use): Roll a d6:
- 1-3: The user experiences a disorienting vision, taking 1d4 psychic damage and suffering Disadvantage on all rolls for 1 hour.
- 4-5: The user is overwhelmed by a nightmarish vision, taking 2d4 psychic damage and gaining a temporary flaw (e.g., “Fear of Reflections: -1 to Perception in bright light”) for 1d4 hours.
- 6: A catastrophic vision traps the user in a dreamscape, dealing 3d4 psychic damage and summoning a hostile illusion (e.g., a 2 HD shadow, 1d6 damage) that attacks immediately.
- Charges: The Mirror has 3 uses. It regains 1 use each dawn. If the last use is expended, roll a d6: on a 1, it shatters, releasing a random illusion effect (GM discretion).
- Value: 1,500 coins (if sold to a collector or mage, though its size and risk make it a hard sell).
- Drawback: Each use has a 1-in-6 chance (roll a d6) of attracting a wandering monster (e.g., a 2 HD shadow) drawn by its aetheric signature.
Fate Core System
- Overview: In Fate Core, the Phantasmal Mirror is a mysterious artifact within the Forsaken Alchemist’s Abode, a crumbling arcane site steeped in mystical history. It reveals the user’s innermost desires, fears, and memories through illusions, but its unstable magic risks chaotic visions, fitting Fate’s narrative-driven system where aspects and stunts drive the story. Players might use it to gain insight into themselves or others, but its unpredictability introduces complications, adding to the game’s dramatic tension.
- Stat Block and Mechanics:
- Phantasmal Mirror
- Description: A large mirror, 6 feet tall and 3 feet wide, with a surface inlaid with intricate silver runes, reflecting a shifting landscape of dreams and illusions.
- Aspects:
- Arcane Seer’s Glass of Truth
- Mirror of the Soul’s Depths
- Chaotic and Unstable Visions
- Stunt:
- Illusory Revelation: Once per scene, you can gaze into the Mirror for 1 minute to reveal your innermost desires, fears, or memories (Insight or Will roll, Difficulty: Good, +3). On a success, create an advantage like Revealed Truth with two free invokes (e.g., +2 to a future Insight or Deceive roll based on the insight). On a failure, the GM gains a free invoke on Chaotic and Unstable Visions to introduce a complication.
- Chaotic Vision (on Compelled Chaotic and Unstable Visions or 10% Chance per Use): When the GM compels Chaotic and Unstable Visions, they can create a situational aspect like Disorienting Visions (imposing a -2 penalty to all rolls for 1 scene as your mind reels) or Nightmarish Manifestation (summoning a Minor illusionary entity, such as a shadow with +2 to physical attacks, that attacks immediately). Alternatively, a catastrophic vision traps you in a dreamscape, dealing 2 stress and requiring a Will roll (Difficulty: Great, +4) to escape.
- Usage Requirements: Gazing into the Mirror requires a contemplative environment and 1 minute of focus. No specific skills are needed, but caution is advised.
- Narrative Impact: The Mirror offers profound insights but can escalate scenes with its visions (e.g., a nightmarish vision summons an illusionary foe, forcing the party to fight while the user recovers).
Numenera (Cypher System)
- Overview: In Numenera, the Phantasmal Mirror is a numenera artifact within the Forsaken Alchemist’s Abode, a Ninth World ruin where arcane energies linger. It reveals the user’s psyche through illusions, but its unstable magic risks chaotic visions, fitting the Cypher System’s focus on discovery and the weird. Characters might use it to gain insight, but its unpredictability adds significant risk to its use.
- Stat Block and Mechanics:
- Phantasmal Mirror
- Level: 6
- Description: A large mirror, 6 feet tall and 3 feet wide, with a surface inlaid with intricate silver runes, reflecting a shifting landscape of dreams and illusions.
- Form: Artifact (stationary, 50 lbs).
- Effect:
- Illusory Revelation: The user can gaze into the Mirror for 1 minute to reveal their innermost desires, fears, or memories (Intellect task, difficulty 4). On a success, gain a +1 asset to a related task (e.g., persuasion, intimidation, or recall) for 1 hour. On a failure, trigger a chaotic vision (see below).
- Depletion: 1 in 1d10 (roll after each use). On depletion, the Mirror triggers a catastrophic chaotic vision and becomes unusable until repaired (difficulty 6 Intellect task, 1d6 hours).
- Chaotic Vision (on Failed Roll or 10% Chance per Use): Roll a d10:
- 1-4: The user experiences a disorienting vision, taking 3 points of Intellect damage and suffering a -1 penalty to all tasks for 1 hour.
- 5-7: The user is overwhelmed by a nightmarish vision, taking 5 points of Intellect damage and gaining a temporary hindrance (e.g., “Haunted by Visions: -1 to perception tasks”) for 1d4 hours.
- 8-10: A catastrophic vision traps the user in a dreamscape, dealing 7 points of Intellect damage and summoning a Level 5 illusionary entity (e.g., a shadow, Might 15, Intellect 5, attacks for 5 damage) that attacks immediately.
- Usage Requirements: Gazing into the Mirror requires 1 minute of focus. No specific skills are needed, but caution is advised.
- GM Intrusion Suggestion: The Mirror’s vision summons an illusionary foe that targets the user, forcing them to fight while their allies are distracted (e.g., a Level 4 shadow appears).
- Loot: If the Mirror shatters (e.g., via depletion), it leaves behind a cypher (e.g., a Level 4 Illusory Shard: grants +1 asset to a single persuasion task).
Pathfinder (2nd Edition)
- Overview: In Pathfinder 2E, the Phantasmal Mirror is a rare artifact within the Forsaken Alchemist’s Abode, a ruined arcane site where magical energies linger. It reveals the user’s psyche through illusions, but its unstable magic risks chaotic visions, fitting Pathfinder’s crunchy mechanics and high-magic setting. Adventurers might use it to gain insight, but its unpredictability poses a significant challenge.
- Stat Block and Mechanics:
- Phantasmal Mirror
- Item 15
- Rare, Magical, Artifact
- Bulk: 10 (6 feet tall, stationary).
- Description: A large mirror with a surface inlaid with intricate silver runes, reflecting a shifting landscape of dreams and illusions.
- Activate: [two-actions] Interact (gaze into the mirror); Effect: You gaze into the Mirror for 1 minute to reveal your innermost desires, fears, or memories. Make a DC 30 Will save: on a success, gain a profound insight (e.g., a +2 status bonus to Insight or Diplomacy checks for 1 hour, or learn a repressed memory that aids a quest). On a failure, trigger a chaotic vision (see below).
- Chaotic Vision (on Failed Roll or 10% Chance per Use): Roll a d20:
- 1-10: You experience a disorienting vision, taking 4d6 psychic damage (DC 25 Will save for half) and gaining the confused condition for 1 minute.
- 11-17: You are overwhelmed by a nightmarish vision, taking 6d6 psychic damage (DC 25 Will save for half) and gaining the frightened 2 condition for 1 hour.
- 18-20: A catastrophic vision traps you in a dreamscape, dealing 8d6 psychic damage (DC 25 Will save for half) and summoning a hostile illusion (e.g., a Level 8 Shadow, 6d8 necrotic damage) that attacks immediately.
- Usage Limit: The Mirror can be used 3 times per day. Additional uses automatically trigger a chaotic vision (roll on the table above).
- Drawback: Each use has a cumulative 10% chance (resetting daily) of attracting a planar entity (e.g., a Level 6 Will-o’-Wisp), which appears within 1d4 hours to investigate.
- Destruction: The Mirror can be destroyed by casting a 7th-level Dispel Magic spell on it while it’s active, causing it to shatter (all within 10 feet must make a DC 25 Will save or be confused for 1 minute).
Savage Worlds (Adventure Edition)
- Overview: In Savage Worlds, the Phantasmal Mirror is a rare artifact within the Forsaken Alchemist’s Abode, a ruined arcane site in a high-magic setting. It reveals the user’s psyche through illusions, but its unstable magic risks chaotic visions, fitting Savage Worlds’ fast-paced, pulpy tone. Heroes might use it to gain insight, but its unpredictability adds a high-stakes challenge.
- Stat Block and Mechanics:
- Phantasmal Mirror
- Arcane Device, Rare
- Weight: 50 lbs. (6 feet tall, requires a secure location or heavy transport).
- Description: A large mirror with a surface inlaid with intricate silver runes, reflecting a shifting landscape of dreams and illusions.
- Powers:
- Illusory Revelation: As an action, a character can gaze into the Mirror for 1 minute (Occult roll, Target Number 4). On a success, gain a +2 bonus to a related skill (e.g., Persuasion, Intimidation, or Notice) for 1 hour based on the insight gained. On a failure, trigger a chaotic vision (see below).
- Chaotic Vision (on Failed Roll or 10% Chance per Use): Roll a d6:
- 1-3: The user experiences a disorienting vision, taking 2d6 psychic damage (ignores Armor) and becoming Distracted and Vulnerable for 1 hour.
- 4-5: The user is overwhelmed by a nightmarish vision, taking 3d6 psychic damage (ignores Armor) and gaining the Fearful condition (as if affected by the Fear power, Target Number 4) for 1 hour.
- 6: A catastrophic vision traps the user in a dreamscape, dealing 4d6 psychic damage (ignores Armor) and summoning a hostile illusion (e.g., a Toughness 5 Shadow, 2d6 damage) that attacks immediately.
- Usage Limit: The Mirror has 3 Power Points (PP). Each use costs 1 PP. It regains 1 PP each dawn. If the last PP is expended, roll a d6: on a 1, it shatters, releasing a random illusion effect (GM discretion, e.g., a Fear effect, Target Number 4).
- Drawback: Each use has a 1-in-6 chance (roll a d6) of attracting a supernatural threat (e.g., a Toughness 4 spectral entity) drawn by its aetheric signature.
- Bennies: The GM gains a Benny each time the Mirror triggers a catastrophic chaotic vision, reflecting its narrative impact.
Shadowrun (6th Edition)
- Overview: In Shadowrun, the Phantasmal Mirror is a rare magical artifact uncovered in the Forsaken Alchemist’s Abode, a mana-rich site in the Sixth World. It reveals the user’s psyche through astral illusions, but its unstable magic risks overwhelming the mind with nightmarish visions, fitting Shadowrun’s blend of magic and tech. Runners might use it to gain insight into themselves or their targets, but its chaotic effects could disrupt their mission and attract astral threats.
- Stat Block and Mechanics:
- Phantasmal Mirror
- Type: Magical Artifact (Fetish)
- Availability: 18R (Restricted, rare and dangerous)
- Cost: 120,000¥ (black market value; not typically sold legally)
- Description: A large mirror, 6 feet tall and 3 feet wide, with a surface inlaid with intricate silver runes, reflecting a shifting landscape of dreams and illusions.
- Essence/Magic Requirements: Requires a Magic rating of 2+ to use. Non-awakened characters cannot activate it.
- Activation: Gazing into the Mirror requires an Assensing + Intuition test (Threshold 4). On a glitch, trigger a chaotic vision (see below). On a critical glitch, the user takes 2D6 Stun damage and the Mirror is unusable for 1 hour.
- Effects:
- Illusory Revelation: For 1 minute, the user can reveal their innermost desires, fears, or memories (Assensing + Intuition test, Threshold 3). On a success, gain +2 dice to a related skill (e.g., Negotiation, Intimidation, or Perception) for 1 hour based on the insight gained. On a failure, trigger a chaotic vision.
- Chaotic Vision (on Failed Roll or 10% Chance per Use): Roll 1d6:
- 1-3: The user experiences a disorienting vision, taking 3S (Stun) damage (Resist with Willpower, AP -2) and suffering -2 dice to all tests for 1 hour.
- 4-5: The user is overwhelmed by a nightmarish vision, taking 5S (Stun) damage (Resist with Willpower, AP -2) and gaining a temporary Negative Quality (e.g., “Haunted Visions: -1 to Perception tests”) for 1d4 hours.
- 6: A catastrophic vision traps the user in a dreamscape, dealing 7S (Stun) damage (Resist with Willpower, AP -2) and summoning a hostile spirit (Force 5, e.g., a Spirit of Man, with 10 dice to attack) that attacks immediately.
- Astral Signature: Each use increases Background Count by +1 (to a maximum of 5) for 1 hour, attracting spirits or corp mages.
- Drawback: Each use has a 1-in-6 chance (roll 1d6) of alerting a megacorp or magical faction (e.g., the Black Lodge), who send a team to seize the device (GM discretion, typically 6-8 professional runners).
- Usage Limit: The Mirror can be used 3 times per run. Additional uses automatically trigger a chaotic vision (roll on the table above).
Starfinder (1st Edition, 2024 Updates)
- Overview: In Starfinder, the Phantasmal Mirror is a hybrid tech-magic artifact discovered in the Forsaken Alchemist’s Abode, a derelict station in the Drift where arcane energies linger. It reveals the user’s psyche through illusions, but its unstable magic risks chaotic visions, fitting Starfinder’s sci-fi fantasy blend. A party might use it to gain insight, but its unpredictability could summon extraplanar threats or disrupt their mission.
- Stat Block and Mechanics:
- Phantasmal Mirror
- Level: 12
- Price: 35,000 credits
- Bulk: 10 (6 feet tall, requires a secure location or grav-lift to transport)
- Category: Hybrid (Magic/Tech)
- Usage: 1 charge/use (holds 3 charges; recharges 1 charge per day in a mana-rich environment)
- Activation: Gazing into the Mirror requires a successful DC 28 Mysticism check (1 minute). On a failure, trigger a chaotic vision (see below).
- Effects:
- Illusory Revelation: For 1 minute, the user can reveal their innermost desires, fears, or memories (Mysticism DC 28). On a success, gain a +2 bonus to Charisma or Wisdom checks for 1 hour based on the insight gained (e.g., +2 to Diplomacy or Sense Motive). On a failure, trigger a chaotic vision.
- Chaotic Vision (on Failed Roll or 10% Chance per Use): Roll a d6:
- 1-3: The user experiences a disorienting vision, taking 4d6 psychic damage (DC 18 Will save for half) and gaining the off-target condition for 1 hour.
- 4-5: The user is overwhelmed by a nightmarish vision, taking 6d6 psychic damage (DC 18 Will save for half) and gaining the frightened condition (as if under the Fear spell, DC 18) for 1 hour.
- 6: A catastrophic vision traps the user in a dreamscape, dealing 8d6 psychic damage (DC 18 Will save for half) and summoning a hostile illusion (e.g., a CR 6 Shadow, 4d8 necrotic damage) that attacks immediately.
- Drawback: Each use has a 20% chance (roll percentile dice) of attracting a Drift entity (e.g., a CR 5 Akata Voidstalker), which arrives within 1d4 hours to investigate.
- Destruction: The Mirror can be destroyed by overloading it with a 5th-level Energy Ray (psychic damage), causing it to shatter (all within 10 feet must make a DC 18 Will save or be confused for 1 minute).
Traveller (2nd Edition, Mongoose Publishing 2022 Update)
- Overview: In Traveller, the Phantasmal Mirror is reimagined as an ancient psionic artifact found in the Forsaken Alchemist’s Abode, a derelict station in a mana-rich nebula. It reveals the user’s psyche through psionic illusions, but its unstable magic risks chaotic visions, fitting Traveller’s sci-fi exploration theme where psionics are treated as magic. Travellers might use it to gain insight, but its unpredictability adds significant risk to its use.
- Stat Block and Mechanics:
- Phantasmal Mirror
- Tech Level: 15 (Ancient, beyond modern understanding)
- Weight: 25 kg (6 feet tall, requires a grav-lift or team to move)
- Cost: 900,000 Cr (black market estimate; not legally sold)
- Description: A large mirror with a surface inlaid with intricate silver runes, reflecting a shifting landscape of dreams and illusions.
- Activation: Gazing into the Mirror requires a Psionics skill check (8+, 1 minute). On a failure, trigger a chaotic vision (see below). On an Effect of -4 or worse, the Mirror is unusable for 1 hour.
- Effects:
- Illusory Revelation: For 1 minute, the user can reveal their innermost desires, fears, or memories (Psionics check, 8+). On a success, gain DM +2 to a related skill (e.g., Persuade, Investigate, or Insight) for 1 hour based on the insight gained. On a failure, trigger a chaotic vision.
- Chaotic Vision (on Failed Roll or 10% Chance per Use): Roll 2d6:
- 2-5: The user experiences a disorienting vision, taking 2d6 damage (ignores Armor) and suffering DM -2 to all skill checks for 1 hour.
- 6-9: The user is overwhelmed by a nightmarish vision, taking 3d6 damage (ignores Armor) and gaining a temporary hindrance (e.g., “Haunted Visions: DM -1 to Insight”) for 1d4 hours.
- 10-12: A catastrophic vision traps the user in a dreamscape, dealing 4d6 damage (ignores Armor) and summoning a hostile psionic entity (e.g., a PSI 8 wraith, 2d6 psionic attack) that attacks immediately.
- Drawback: Each use has a 1-in-6 chance (roll 1d6) of emitting a psionic signature detectable by Imperial sensors or hostile psionic entities, drawing a response (e.g., a Zhodani psi-team arrives in 1d6 days).
- Destruction: The Mirror can be destroyed by dealing 15 points of damage (Armor 5), but doing so causes a psionic burst: 2d6 damage in a 5-meter radius (INT 8+ to halve).
Warhammer Fantasy Roleplay (4th Edition)
- Overview: In Warhammer Fantasy Roleplay, the Phantasmal Mirror is a Chaos-tainted artifact within the Forsaken Alchemist’s Abode, a ruined elven structure corrupted by warpstone energies. It reveals the user’s psyche through illusions, but its unstable magic risks chaotic visions, fitting WFRP’s grim and perilous tone. Adventurers might use it to gain insight, but its instability and warpstone influence pose significant risks.
- Stat Block and Mechanics:
- Phantasmal Mirror
- Type: Artefact (Chaos-Tainted)
- Encumbrance: 50 (6 feet tall, requires a cart or magic to move)
- Price: Priceless (coveted by seers and Chaos cults alike)
- Availability: Unique
- Description: A large mirror with a surface inlaid with intricate silver runes, reflecting a shifting landscape of dreams and illusions.
- Traits: Chaos (Tzeentch), Magical, Unstable
- Activation: Gazing into the Mirror requires a Lore (Magic) test (DN 6). On a failure, trigger a chaotic vision (see below). On a Critical Failure, the user gains 2 Corruption points.
- Effects:
- Illusory Revelation: For 1 minute, the user can reveal their innermost desires, fears, or memories (Lore (Magic) test, DN 5). On a success, gain +20 to a related test (e.g., Charm, Intimidate, or Lore) for 1 hour based on the insight gained. On a failure, trigger a chaotic vision.
- Chaotic Vision (on Failed Roll or 10% Chance per Use): Roll a d10:
- 1-4: The user experiences a disorienting vision, taking 1d10 damage (ignores Armor) and suffering -20 to all tests for 1 hour.
- 5-7: The user is overwhelmed by a nightmarish vision, taking 2d10 damage (ignores Armor) and gaining the Frightened condition (as per the Fear talent) for 1d4 hours.
- 8-10: A catastrophic vision traps the user in a dreamscape, dealing 3d10 damage (ignores Armor) and summoning a Lesser Daemon of Tzeentch (e.g., a Horror of Tzeentch, WS 40, S 30, T 30, I 40, W 12, 2 Attacks, 1d10+3 damage) that attacks immediately. All present gain 2 Corruption points.
- Corruption Risk: Each use requires a Challenging (+0) Cool test. On a failure, the user gains 2 Corruption points due to its warpstone influence.
- Drawback: Each use has a 10% chance (roll percentile dice) of attracting a Chaos cult or daemonic entity, who arrive within 1d10 days to claim the device.
- Usage Limit: The Mirror can be used 3 times per day. Additional uses automatically trigger a chaotic vision (roll on the table above).
- Destruction: The Mirror can be destroyed by a Dispel Magic spell (DN 8) while active, causing it to shatter (all within 5 yards must make a Challenging (+0) Cool test or take 1d10 damage, gaining 2 Corruption points).
