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Published by Sanguinetti, 2022-06-21 05:08:11

Arcana of the Ancients

[Settings] 2020 Monte Cook Games

CYPHERS, RELICS, AND IRON FLESH

IRON FLESH IRON FLESH EXCLUSIVITY Those who have
teased out the lore
Some machines discovered in the crypts You can have multiple instances of iron of the Ancients know
of the Ancients latch onto explorers, flesh, except in cases in which common that iron flesh was
implanting their flesh with a sparking sense would argue otherwise. For instance, called “cybernetics”
iron device. The intruding object could you could have up to two iron flesh eye by its creators.
slowly render the explorer to a fine powder, implants (one for each eye), two iron flesh
insinuate their mind with horrific images, gauntlets (one for each hand), but only
or enact some other unwanted change. one helm, spine, or heart. If you have an
However, the implant could instead grant iron flesh that comes in the form of a spine
an all-new beneficial capability. implant, you could later replace it with a
different spine, but lose the first.
Such beneficial implants are known as
iron flesh. Normal rules for attunement also
continue to apply.
Though the abilities conferred by
an iron flesh implant may seem
supernatural, iron flesh is not
magical.

Iron flesh almost always
requires attunement to use.
You can be attuned to no more
than three iron flesh implants
at a time. If you bear more
than three attunable items
(including attunable magic
items and relics), only a
subset of them will provide
their functions and/or magic
abilities, depending on which
you’ve selected.

Once attuned with your iron flesh, you
gain an intuitive understanding of how to
use it. Using iron flesh usually requires an
action, but could take longer, as specified
in its description. Once used, a capability
granted by your iron flesh takes effect
immediately.

Iron flesh implants use charges of
internal energy that must be expended to
activate their properties. The number of
charges an implant has is revealed when
the iron flesh is identified. A user attuned
to iron flesh also always knows how many
charges are available. If the last charge is
used on a given day, nothing untoward
happens other than the object becoming
inert until the following day when some of
its charges renew.

IRON FLESH QUIRKS

Iron flesh follows the rules set forth for
relics for quirks.

49

ARCANA OF THE ANCIENTS

REMOVING IRON FLESH RANDOM IRON FLESH TABLE

Using iron flesh requires more of a 01–06 Eye of mental contact
commitment than other items, given that 07–08 Eye of mental supremacy
iron flesh essentially becomes part of the 09–13 Flame cloak
creature using it. Sometimes someone with 14–16 Flame gauntlet
iron flesh wants to remove it because it 17–18 Flame halo
has stopped working, because a PC wants 19–24 Gauntlet of protection
to put a different implant in its place, or 25–27 Gauntlet of shield brandishing
because it is doing something unexpected. 28–32 Helm of illusion
The procedure for removing iron flesh is 33–38 Helm of metal control
akin to pulling out a minor organ. Unless 39–40 Helm of metal mastery
a machine of the Ancients is found that
can accomplish the procedure somewhat 41 Helm of phantasm
safely, removing a piece of iron flesh drops 42 Mask of machine command
a character to 0 hit points, at which point 43–48 Mask of machine speaking
they must begin making death saving 49–50 Skin of phasing
throws each round until they stabilize 51–53 Skin of steel
(three DC 10 successes) or die. Of course, 54–58 Spikes of the zephyr
allies with healing abilities could step in 59–60 Spine of gravity
with immediate assistance so the character 61–66 Spine of impact
never has to face death saving throws. 67–69 Spine of might
70–74 Spine of shock
OPTIONAL RULE: CHOOSING 75–79 Stormheart
IRON FLESH 80 Stormheart tempest
81–82 Sunfire corona
At certain levels, your class gives you the 83–88 Sunfire crown
Ability Score Improvement feature. This 89–92 Synthetic body
optional rule operates like the feats optional 93–95 Twilight skin
rule; you can forgo taking the Ability Score 96–98 Wings of thunder
Improvement feature to implant iron 99–00 Winter torque
flesh instead. You can implant each iron
Optional Rule: flesh only once, unless noted otherwise.
Intelligence (Ancients However, you do not need to attune to
the iron flesh, as described in the other
Arcana), page 259 acquisition method.

This option assumes that you have access
to a crypt, cache, or other vault of Ancients
machinery and either are yourself, or know
someone, with some skill in Arcana (or who
routinely succeeds at very hard Intelligence
ability checks).

In addition, the game master may choose
to limit which iron flesh you can choose,
only making one or more of them available
after you have discovered a machine
capable of implanting it in you.

50

CYPHERS, RELICS, AND IRON FLESH

ANCIENTS ARCANA TABLES ARBITRARY DISTRIBUTION OF
THE NUMENERA
When your game master randomly
determines treasure that includes devices of Unlike magic items sometimes found in
the numenera, the preceding tables can be treasure hoards, the chance of discovering a
used to determine what’s found. device of the numenera is more inscrutable,
and doesn’t follow expected rhyme or
NUMENERA DEVICES A–Z reason. For instance, a particular Ancients’
cache may contain a handful of cyphers.
Devices of the Ancients are presented One cypher might make the air smell
in alphabetical order. Each description sweeter for an hour, while the one found
indicates a device’s name, its category, its right next to it could have the power to
rarity (relative to each other), and its special blast a hole in the fabric of space for a few
properties. seconds, destroying all creatures within
60 feet. This means that finding a device
ADHESION GLOVES that confers a fantastic ability might be
somewhat more likely when exploring
Cypher, uncommon a cache. However, Ancients’ caches are
These synth gloves are covered in equally likely to contain inscrutable threats
thousands of slightly sticky black dots. that are difficult to discern or avoid, even
When activated, for the next 30 minutes when the devices looted from it do not
while wearing them, you can move up, seem especially powerful.
down, and across vertical surfaces and
upside-down along ceilings, while leaving ALERTNESS STIMULANT
your hands free. You also gain a climbing
speed equal to your walking speed. Cypher, uncommon
This unrecognizable pattern can be applied
AGGRESSION EYE to your skin like a tattoo and removed again.
When activated with a firm tap, it keeps you
Relic, uncommon awake and alert for three days, negating
This artificial eye is made of glass, metal, or your need for sleep. You can still choose to
crystal. You must press this into your empty sleep while affected by this cypher. You gain
eye socket and hold it there for at least one advantage on all rolls to resist being forced
minute while filaments plug into your brain. to sleep or rendered unconscious (such as
Once the eye is properly installed, you can from mental attacks or drugs, but not from
see through it as if it were a normal eye. The falling to 0 hp). After the cypher’s effect
eye automatically scans each creature within ends, you become exhausted—one level of
10 feet and gives you targeting suggestions exhaustion for each night you didn’t sleep.
based on the creature’s vulnerabilities and Each full night of sleep after the cypher ends
injuries, giving you advantage on attack rolls reduces your exhaustion by one level.
against them. Because the eye is constantly
feeding you information about potential
threats and ways to attack everyone it sees,
you have disadvantage on Persuasion rolls
and other pleasant social interactions. You
can remove the eye as your action, but
doing so is painful and traumatic, giving
you disadvantage on all rolls for the next
hour.

An aggression eye has a depletion of 1 in
1d6, checked each month.

51

ARCANA OF THE ANCIENTS

Numenera Device Shapes AMBER CASEMENT ANTIVENOM PILL
and Materials, page 254
Relic, legendary Cypher, uncommon
Every once in a great This complex device is composed of a series This orange pill neutralizes one poison
while, cyphers produce of short, rounded tubes and hoses and is currently afflicting you (determined randomly
about 1 foot long. When activated as an if you have multiple poisons in your system).
additional effects action, it solidifies the air in a 10-foot cube For the next five hours, you gain advantage
that develop later. of space, the center of which must be within on saving throws against being poisoned,
For instance, certain 60 feet of the device. The air is turned into and resistance to poison damage.
detonations explode, an amber-like substance, and each creature
but also seed oases. in that area must make a Dexterity saving ARM BIFURCATOR
Detonation, page 62 throw (DC 20) or be trapped in the amber.
Trapped creatures can make one DC 30 Cypher, uncommon
Very rare and legendary Strength (Athletics) check. On a success, This gelatinous pill has a hard outer surface
versions of this amulet the creature breaks free and destroys the and a blue liquid interior. When you swallow
may exist. solidified amber around it and any other the pill, your forearms split lengthwise from
creatures also trapped. Otherwise, those your elbow through the hand, such that
Ray emitter, page 103 trapped in it will likely suffocate or starve. two of your limbs become four. The divided
limbs are complete (including thumbs) and
Amber casement has an automatic function just like your original ones, although
depletion; it can be used only once. your actions with the divided limbs have
disadvantage until you spend a few minutes
AMULET OF NUMENERA SAFETY practicing with them. The hands can hold
objects, wield weapons, hold a shield,
Relic, rare and so on. You gain no additional actions
This plain metallic disc hangs from a metal from this (although the GM may allow
chain. When the amulet is touched to a you to do additional things in a round that
numenera weapon (such as a cypher, relic, aren’t actions, such as writing, giving hand
or iron flesh) and activated as an action, signals, carrying something, and so on).
the weapon becomes synchronized with The cypher lasts for four hours, after which
the amulet and cannot be activated to harm your extra forearms and hands turn to dust.
the amulet’s wearer. For example, if you’re
wearing the amulet, a synchronized ray ARMORED FLESH
emitter won’t fire at you, a synchronized
detonation cypher won’t explode if you Relic, uncommon (requires attunement)
would be affected, and so on. The amulet This appears to be a collection of organic
can only be synchronized to one weapon armored plates, like a carapace or very large
at a time, and only to weapons that have a fish scales. Attuning to this item grafts it to
rarity equal to or less than the amulet itself. you permanently, covering your entire body
with scales that protect you (AC 17) but do
ANALYZING SHIELD not hinder your movement in any way, even
when attempting to be stealthy.
Relic, uncommon
This shield is made of a transparent The relic augments your muscles; your
material as hard as metal. You can see Strength score is 15 while you wear it. This
through it, and it has a display that has no effect on you if your Strength is 15 or
automatically analyzes targets you view higher without them. However, the benefits
through it and indicates the best place come at a cost. Fibrous tendrils extend into
for you to strike them. You can use your your flesh and eventually reach your spine
reaction to add your Intelligence bonus to and brain over the next week, permanently
a melee attack roll against a target you can reducing your Intelligence by 2 (to a
see through the shield. minimum score of 1).

Voluntarily ending attunement causes
your body to reject the plating, destroyed
the relic. This ends the augmented Strength,
but not the reduced Intelligence.

52

CYPHERS, RELICS, AND IRON FLESH

ASTUTE WEAPON NODULE AUGMENTATION HEPTAGON If the astute weapon’s
bearer has the ability
Cypher, rare Relic, uncommon select a permanent
This device of crystal and synth must be This metallic box has seven sides, a pair companion, such
attached to a weapon to function; applying of handles inside, and is large enough for as a ranger’s beast
the nodule takes an action. The affected you to put both of your hands in it at the companion, the GM may
weapon then becomes a sentient item for same time. As your action, you can grab allow the character to
the next day, with a personality and outlook both handles at the same time, which select the weapon as a
similar to yours. It can speak, read, and makes the relic inject you with a potent companion, in which case
understand one language in common with serum. For the next three days, you have the weapon’s intelligence
you, has hearing and normal vision out an enhanced ability with one skill or task. is permanent and it may
to 60 feet and an alignment that is either Whenever you make a roll for that skill or have specific knowledge
the same or within one step of yours. Its task, add your proficiency bonus. If you to be revealed later.
Intelligence, Wisdom, and Charisma are 12 normally would add your proficiency bonus
(+0). It can fly at a speed of 5 feet. It helps for that skill or task, you instead add double
you in combat by moving itself toward your your proficiency bonus. Each augmentation
opponent’s vital spots, giving you advantage heptagon is keyed to a different skill or task,
on attack rolls while wielding it. including the following:

ATT R ACTOR d20 Skill or Task

Cypher, rare 1 Acrobatics
When you activate this weaponlike device
and point it at an unanchored item of 2 Animal Handling
Medium size or smaller within 100 feet, that
item is pulled to you and arrives just before 3 Athletics
the start of your next turn. The item has no
momentum when it arrives. 4 Calligraphy

5 Deception

6 History

7 Identifying Numenera

8 Insight

9 Intimidation

10 Investigation

11 Medicine

12 Nature

13 Perception

14 Persuasion

15 Religion

16 Riding

17 Salvaging

18 Sleight of Hand

19 Stealth

20 Survival

An augmentation heptagon has a
depletion of 1 in 1d20.

53

ARCANA OF THE ANCIENTS

Poor soil with few AUTOMATED BATH it completely ceases to function, spews
minerals might out unpalatable sludge before ceasing
Relic, common to function, or creates one last normal-
create an inferior or This hovering sphere is made of metal seeming meal that is actually poisonous
erratic automaton. with some hard nonmetallic components; (anyone who eats it must succeed on a DC
hanging from it are metal arms with tubes 13 Constitution saving throw or be poisoned
Basic automaton, and cleaning tools. You can use your action for 1d6 hours).
type three, page 247 to command it to clean a willing target
within 30 feet. The sphere moves to the AUTOMATON SEED
target and begins cleaning it of all dirt and
grime, including cleaning teeth, washing Cypher, rare
and brushing hair, and trimming nails. If the This cypher is in the form of an oblong
target is a creature, the sphere also cleans metallic seed or lozenge approximately 1
their clothing and equipment. inch long. When placed in soil, it absorbs
minerals and fabricates a type three basic
An automated bath has a depletion of 1 in automaton, which emerges from the ground
1d100. 1d6 minutes later. The automaton remains
active for 10 hours, following you or going
AUTOMATED COOK where you direct it (this is not an action).

Relic, uncommon Different seeds grow different kinds of
This cube is made of metal and other automatons, including those presented on
substances, and can extend and retract the Automaton Seed Table.
metallic arms and tools. When given water
and organic compounds (even ones that BANISHING NODULE
are not normally edible to humanoids),
it prepares a hot, nutritious, delicious Cypher, uncommon
meal from them. The amount of food is This crystal nodule must be affixed to a
approximately equal to the amount of melee weapon to function; applying the
materials it is given (approximately 1 pound nodule takes an action. The affected weapon
of materials are needed to create a meal for then gains the following additional ability
one person). for 1 day. Each time the nodule-bearing
weapon strikes a solid creature or object, it
An automated cook has a depletion of generates a burst of energy that teleports
1 in 1d100, checked per day of use. When the creature or object struck 10 feet in a
it depletes, there are equal chances that

AUTOMATON SEED TABLE

d10 Follower Modifications or Special Qualities

1 Chef Creates and prepares one quality meal for you

2 Admirer Tells impressive stories about you and grants you advantage on
any task to impress others

3 Carpenter Performs the equivalent of one day’s crafting or assisting for
carpentry items

4 Mender Adds your proficiency bonus to Hit Die rolls to recover hit points

5 Scholar Grants you advantage on Intelligence skill checks

6 Tailor Creates one quality set of clothing for you

7 Porter Carries one cypher for you (this doesn’t count against your cypher
limit)

8 Mason Performs the equivalent of one day’s crafting or assisting for
masonry items

9 Scout Spies and reports on what it sees, has proficiency and advantage
on Stealth

10 Creature Machine duplicate of a creature of challenge rating 1/4

54

CYPHERS, RELICS, AND IRON FLESH

random direction (not up or down). The has no effect on you if your Strength is Ravage bear, page 227
teleported creature has disadvantage on all 17 or higher without them. You also have Seskii, page 233
actions, as well as on saving throws, on its advantage on Strength (Athletics) checks
next turn. and checks requiring brute strength (such
as lifting heavy objects, but not attack rolls).
BATTLE ARMOR
The relic does not deplete, but the GM
Relic, very rare (requires attunement) may rule that a high amount of damage
This full suit of armor is made of steel and compromises the armor’s functions; this
a hard unknown substance. It resembles ends its breathing benefits, resistance to
plate armor but is far lighter than any cold and fire, Strength bonus, and Strength
known smith can create, and its very fine advantage, but still provides its full AC.
articulation points cover the entire body,
even at complicated joints like the neck. It BEAST LURE
protects you as plate armor (AC 18) but with
a +2 bonus. The armor is entirely sealed Cypher, uncommon
(airtight and watertight) and has its own This bulky device has a pointy “foot” that
eternally renewed internal atmosphere, pierces the ground. When activated, it
allowing you to breathe normally in any sends out a call to a range of about 3 miles,
environment and giving you advantage on luring one beast (such as a ravage bear or
saving throws made against harmful vapors seskii) whose challenge rating is no higher
and gases (such as inhaled poisons and than 3. The beast makes its way to the
the breath weapons of some dragons). The cypher’s location at its normal speed and
armor also gives you resistance against cold calmly remains there for up to one hour.
and fire damage. During this time, you can impart a basic
concept or question to the beast, and the
The relic does not deplete, but the beast can convey a simple answer in return.
GM may rule that a high amount of If the beast is attacked, the calming effect
damage compromises the armor’s sealed immediately ends. After the hour of calm,
environment; this ends its breathing the beast returns to its previous territory
benefits and resistance to cold and fire, but (although it may be sidetracked by prey or
still provides its full AC. attacked along the way).

BATTLESUIT BLINKING NODULE

Relic, legendary (requires attunement) Cypher, uncommon
This full suit of armor is made of steel and This crystal nodule must be affixed to your
a hard unknown substance. It resembles armor (or a piece of clothing) to function;
plate armor but is far lighter than any applying the nodule takes an action. For
known smith can create, and its very fine the next day, whenever you are struck
articulation points cover the entire body, hard enough to take damage, you teleport
even at complicated joints like the neck. It about 10 feet in a random direction (not
protects you as plate armor (AC 18) but with up or down). Because you’re expecting this
a +2 bonus. The armor is entirely sealed teleport and your opponents aren’t, your
(airtight and watertight) and has its own foes have disadvantage on their next attack
eternally renewed internal atmosphere, against you.
allowing you to breathe normally in any
environment and giving you advantage on
saving throws made against harmful vapors
and gases (such as inhaled poisons and
the breath weapons of some dragons). The
armor also gives you resistance against cold
and fire damage.

The relic augments your muscles; your
Strength score is 17 while you wear it. This

55

ARCANA OF THE ANCIENTS

BODY DUPLICATOR Thereafter, once per day you can gain
advantage on any skill check modified
Cypher, rare by Intelligence (such as History or
This lozenge is coated in a waxy material Investigation).
inscribed with unidentifiable writing. When
you activate it (by touching it to your A brain bud has an automatic depletion; it
tongue, the inside of your cheek, or a few can be used only once.
drops of your blood), it begins to synthesize
a duplicate of your body. This duplicate BRAIN FOGGER
isn’t alive—it’s just inert tissue—but is
based on your flesh, so any modifications Relic, uncommon
you have (such as iron flesh, scars, This backpack-sized device is worn on the
tattoos, and so on) are not present on the back and has a metallic wand connected
duplicate. Because it is flesh identical to with hoses and wires. When activated as
yours, its tissue can be grafted onto or your action, the wand emits a prodigious
swapped for yours (such as for an organ stream of fog that moves with the prevailing
transplant) with no immune response. The air, filling an area about 500 feet across
duplicate takes about one hour to grow. It to a depth of about 20 feet. In addition
decays at the normal rate for a dead body. to making the area lightly obscured, the
Your soul does not have an automatic fog affects the minds of living creatures.
connection to this body, so if you die, your Their Intelligence checks and saves have
soul doesn’t automatically transfer to the disadvantage as long as they remain
duplicate (although if your original body within the cloud. Creatures immune to
was destroyed and you needed a body for poison gas are usually unaffected by the
your soul to live in, the duplicate is perfectly mind-hampering nature of the fog. The
compatible). fog persists for about an hour, but can be
dispersed by a moderate wind.
BOUNDING BOOTS
A brain fogger has a depletion of 1 in
Relic, uncommon 1d10.
This device is two sets of flexible straps
studded with metallic and crystalline items. BREAD SPRAYER
When attached to a pair of footwear (such
of boots or shoes), they reduce the pull of Relic, uncommon
gravity on you. Your walking speed becomes This canister is made of metal or a similar
30 feet (unless it is already higher). Being hard material and has a long flexible tube
encumbered or wearing heavy armor extending from one end. It has two modes
doesn’t reduce your walking speed. You of operation. In the default mode, you can
can jump three times the normal distance, use your action to dispense a hand-width
although this doesn’t allow you to jump cylinder of brown dough-like material, up to
farther than your remaining movement 10 feet long per round, which cooks itself
would allow. into a bland sort of hard-crusted bread after
about one minute. By building up multiple
Bounding boots have a depletion of 1 in layers, you can create larger structures
1d10, checked once at the end of each day such as walls and doorways, but it is still
the boots were used. just hard bread. The bread is filling and
nutritious as bread goes, but not something
BRAIN BUD a human could live on for an extended
period.
Relic, rare
This organic pod, almost like a small In burst mode, when activated as your
hemispherical bit of fruit, must be affixed action, the tube dispenses a high-volume
to a living creature in order to function; slurry of dough in a 10-foot cone, which
applying the bud takes an action. Once instantly flash-bakes itself into hard bread.
applied, it permanently grafts to you, All creatures within the cone take 1d4 fire
taking on the hue and texture of your flesh. damage and must succeed on a DC 13
Dexterity saving throw or else the creature

56

CYPHERS, RELICS, AND IRON FLESH

is restrained as long as it remains in the a stable road-like surface between them. Detonation of
cooked bread or until it breaks free. A The strip swerves around objects, terrain webs, page 66
creature restrained by the hard bread can features, and structures, but it bridges
use its action to make a DC 13 Strength ravines and other gaps in the landscape less More powerful (and
check. If it succeeds, it is no longer than 300 feet wide. The strip becomes a rarer) versions of
restrained. Unlike a detonation of webs permanent fixture of the landscape. burrowing boots might
cypher, the material created by this relic is be able to move faster or
permanent, but (like regular bread) it might BURROWING BOOTS pierce harder materials
be eaten by animals, softened by water or such as stone.
other liquids, and so on. Relic, uncommon
These oversized boots are connected
A bread sprayer has a depletion of 1 in by wires to a metal box on a belt. When
1d20, checked per hour of use in default activated as your action, you can burrow
mode or each use in burst mode. through the ground or back up to the
surface as if you had a burrow speed of 20
BREATHING FIELD SPINNER feet. Using the complex controls on the
belt device, you can either leave behind a
Relic, uncommon narrow, smooth-sided tunnel, or leave no
This metal globe is pierced with dozens tunnel at all as the material closes up again
of tiny apertures and rests on top of a behind you. The boots do not give you the
collapsible metal tripod. It takes two rounds ability to move through empty air, so if you
to assemble and set up this device. When break into a pocket or other open space, you
activated as your action, for the next hour might fall. By default, you can move straight
the globe begins to spin, sending out up or down, but you can use the controls to
fresh, breathable air in all directions in a adjust your burrowing path up to 15 degrees
continuous wind. In calm air, this wind from vertical. The boots can burrow through
extends out to about 120 feet, but currents, sand, mud, gravel, or hard-packed earth, but
weather, and air pressure can shrink this to not solid rock.
a smaller area. Creatures within the area can
breathe normally even if the surrounding Burrowing boots have a depletion of 1 in
air is harmful. The sphere of breathable 1d20, checked each hour of use.
air repels or redirects mists, fogs, poison
gas clouds, and other effects that normally
drift with the wind. Creatures in the sphere
gain advantage on saving throws against
gas effects directed into it, such as green
dragon breath.

A breathing field spinner has a depletion
of 1 in 1d20.

BRIDGE BUILDER

Cypher, rare
This bulky, handheld device looks like two
nearly identical pieces fused together. When
activated, the two pieces separate; you
must place the second piece anywhere up
to 500 feet away and then activate either
piece. With this second activation, a wave
of nanobots sweeps out from one of the
pieces, moving about 60 feet per round,
leaving behind a strip of solid, gray material
10 feet wide and 1 foot thick. Eventually
the wave and the strip behind it connect to
the other cypher-piece endpoint, creating

57

ARCANA OF THE ANCIENTS

CALM CENTER A carryall has a depletion of 1 in 1d20,
checked per day of use. When it depletes,
Cypher, uncommon there is a 50% chance that instead of
This smooth pill is a soothing color and has an ceasing to function entirely, its carrying
appealing fragrance. When you swallow it, you capacity reduces by half.
become utterly calm, emanating peace and
assurance. Merely being near you is relaxing CATHOLICON
and inspiring. All creatures in a 60-foot-radius
sphere centered on you gain advantage on Cypher, uncommon
one roll of their choice within the next minute. This swirling liquid neutralizes one disease
After a minute, the effect ends (and any currently afflicting you (determined
unused advantage from the cypher is lost). randomly if you have multiple diseases).
For the next five hours, you gain advantage
CARRYALL on saving throws against disease, and
resistance to damage from disease
Relic, uncommon (including disease effects that decrease your
This device consists of a metal box or maximum hit points).
chest with tracked wheels on either side. A
metal badge affixed to one end of the box CATSEYE
can be removed and worn on your belt.
The box follows the badge at a speed of 30 Cypher, uncommon
feet, always attempting to remain within The silvery liquid of this injection gives
10 feet of it. A button on the badge allows you the ability see in the dark, granting you
you to command the box to stay where it darkvision for the next day.
is or come to your location (so long as it
is within about 10 miles of your current
location). The box is mostly hollow and can
hold up to 5,000 pounds.

58

CYPHERS, RELICS, AND IRON FLESH

CELLULAR ANNEALER 26–30 Cures one disease affecting the
drinker
Relic, rare
This small handheld device has a few 31–35 Darkvision for one hour
simple controls. When activated as your
action, it produces a faint beam of energy 36–65 Heals 2d4 + 2 hit points
that stimulates healing in a living or
organic target. The target recovers 1d8 + 66–75 Advantage on all Strength rolls
5 hit points. If they are unconscious, they for one hour
become conscious. If they are incapacitated,
they are no longer incapacitated. 76–85 Advantage on all Dexterity rolls
for one hour
A cellular annealer has a depletion of 1 in
1d10. 86–95 Advantage on all Intelligence rolls
for one hour
CHAMELEON CLOAK
96–00 Heals 8d4 + 8 hit points
Relic, uncommon
This thin, lightweight transparent cloth CITY SHROUD
is crudely cut into the shape of a cloak.
When activated, it takes on the colors and Cypher, very rare
textures of everything around you for the When activated, this complicated-looking
next 10 minutes, concealing your shape. cypher splits into two pieces. If either piece
You have advantage on Dexterity (Stealth) is moved to a location up to 1 mile away
checks made to hide. Other creatures from the other and activated, the area
actively or passingly trying to notice you between them becomes the outermost
have disadvantage on Wisdom (Perception) diameter of a sphere of visual distortion. It
checks made to see you. hides any artificial structures within from
anyone viewing the location from outside
A chameleon cloak has a depletion of 1 in the area (including roads, which blend
1d100. into the area as if they are so neglected
and eroded as to be useless). The effect
CHEMICAL FACTORY lasts for a day. Outside viewers see only
a continuation of the natural landscape
Cypher, rare around the affected area. The cypher can be
This large pill uses your biological system as used to hide a small community, ruins, or
a factory to create a useful liquid, which you some other site, assuming it fits within an
sweat out over the next hour, creating a total area no more than 1 mile across. Because
of 1d6 doses, which lose their potency after the distortion doesn’t hide sound, smell,
one week. Doses don’t count as a cypher. taste, or touch, anyone in the area must
Roll on the following table to see what effect be careful to not reveal their presence; the
the sweat has: cypher is best for fooling an approaching
army that there isn’t a settlement in the
01–04 Euphoric for 1d6 hours area.
(disadvantage on all rolls)
CLAWED EXTREMITY
05–08 Hallucinogenic for 1d6 hours
(disadvantage on all rolls) Relic, uncommon
This device resembles a hollow three-
09–12 Stimulant for 1d6 hours fingered hand that is about twice the size
(advantage on all rolls, followed of a human hand. When worn on your
by disadvantage on all rolls for an hand or foot and activated as your action,
equal amount of time) it attaches to you and can’t be removed
unless you spend your action to deactivate
13–16 Depressant for 1d6 hours it. As your action, you can extend or retract
(disadvantage on all rolls) hard claws from the digits of this extremity,
allowing you to use it as a slashing natural
17–20 Nutrient supplement (counts as
one healthy meal)

21–25 Antitoxin

59

ARCANA OF THE ANCIENTS

Accidental rifts, page 258 weapon that deals 1d8 points of damage. you to another dimension, or make you
However, the claws make it difficult to use insubstantial or incorporeal. If the source
Although comprehension that extremity for other tasks. If you wear of this transformation has a DC of 15 or
grafts are useful for it on your hand, you gain disadvantage on lower, it automatically fails. If the source’s
rolls to hold or manipulate objects with that DC is 16 or higher, you gain advantage on
ambassadors, diplomats, hand. If you wear it on your foot, you gain your saving throw against it and resistance
and travelers, the cyphers disadvantage on rolls to walk, run, climb, or against any damage the effect causes.
keep your balance.
are especially valuable A cohesion stabilizer has a depletion
to beast trainers. A clawed extremity has a depletion of 1 in of 1 in 1d10, checked each time it is used.
1d20, checked each week of use. When it depletes, there is a chance of an
Presumably the cloak accidental rift.
has a limited artificial CLEAN BRIGHT
intelligence that studies COMPREHENSION GRAFT
Cypher, rare
your language and This handheld projector resembles a Cypher, uncommon
speech, even when it is censer attached to a metal pole. When you When applied to your head, this disc
not activated, so it can activate it next to or within a structure of immediately unleashes microfilaments
learn to improve your up to Huge size, over the course of the next that enter your brain. Within five minutes,
words. Whether the cloak hour, scrubbing nanobots move through you can understand the words of a specific
sends this information to the structure, cleaning and tidying it as if language keyed to the graft. If you could
someone or something subject to the expert attention of a reliable already understand that language, the
cleaning service. cypher has no effect. Once the graft
else is not known. attaches, the effect is permanent, and this
CLOAK OF FINERY device no longer counts against the number
of cyphers you can bear.
Relic, uncommon
This multilayered cloak is made of glittering You can use this cypher on another
material and studded with miniature creature instead of yourself. It works even
devices. When you put it on, it automatically if you use it on a creature that doesn’t
adjusts to fit you. When activated as your normally have a language, such as a wolf.
action, for the next minute, the cloak makes
you more impressive by changing color, CONTROLLED BLINKING NODULE
creating a gentle glow, amplifying the sound
of your voice, modulating your tone, and (in Cypher, rare
a limited fashion) editing what you say to This crystal nodule must be affixed to your
correct for grammar mistakes, misspoken armor (or a piece of clothing) to function;
words, and awkward pauses. While active applying the nodule takes an action. For
in this way, you gain advantage on and the next day, whenever you are struck hard
add your proficiency bonus to Deception, enough to take damage, you teleport about
Intimidate, Performance, and Persuasion 10 feet away in a random direction (not up
skill checks. or down). Because you’re expecting this
teleport and your opponents aren’t, your
A cloak of finery has a depletion of 1 in foes have disadvantage on their next attack
1d20. against you.

Such as with a COHESION STABILIZER CORPSE LIKENESS
flesh disruptor relic
or a detonation of Relic, rare Cypher, uncommon
This wristband-mounted device has a This cypher is a metallic orb with several
flesh-rotting. few simple controls on it. It can instantly glass lenses on its surface. The first time
create a subtle invisible field of energy you activate it, you touch it to a corpse
Flesh disruptor, page 74 that protects the shape and dimensional that is no more than a few days old. After
Detonation of location of your physical form. As a one minute, the cypher begins to glow
reaction, you can activate the device to red, indicating it has recorded the corpse’s
flesh-rotting, page 63 resist any attempt to polymorph you, appearance. When you activate the orb
disintegrate you, disrupt your flesh, move again, your appearance changes to match

60

CYPHERS, RELICS, AND IRON FLESH

that of the corpse, including its clothing, CYPHER STABILIZING SUIT Rarer varieties of the
armor, weapons, and other belongings. cypher stabilizing
This is not a physical transformation—if Relic, uncommon suit exist, allowing
the corpse is wearing a hat and you are This flexible garment is covered in ports you to connect rarer
not, objects will pass through the hat, and and plugs. You can connect up to four cyphers to it.
anyone who touches it will feel nothing or uncommon cyphers to the suit using its
would feel your head and hair. In casual built-in ports. If you are wearing the suit and There may be very
settings, you can pass as a living version activate a cypher connected to it, as a bonus rare but more efficient
of the recorded person (assuming they action you can preserve the cypher (so it versions of the death
don’t have any obvious mortal wounds). isn’t used up) and instead have the suit protector that negate
You can also pass as a corpse of the make a depletion roll. (If the suit depletes, the normal penalties
recorded person (if you remain still) or the cypher is still usable.) Some cyphers for coming back
perhaps a zombie version of them (if (particularly pills and injections) cannot be from the dead.
you aren’t still). To discern that you are connected to the suit in this way.
disguised, a creature can use its action to Cyphers in a cypher
inspect your appearance and must succeed A cypher stabilizing suit has a depletion bag cannot be used
on an Intelligence (Investigation) check of 1 in 1d6. while in the bag.
against DC 13 (with disadvantage if you’re Cypher limit, page 40
pretending to be a corpse instead of a living DEATH PROTECTOR A deception filter cypher
person). The disguise lasts an hour. is something that
Cypher, rare someone could willingly
CRAFTER’S EYES This harness device can be worn against wear to show their good
your skin or over clothing, but not over faith during an important
Cypher, uncommon armor. If you die, the harness automatically discussion or negotiation.
These thick lenses are attached to a activates and injects you with nanobots that
metal frame and worn over your eyes like sustain and animate your cells. For the next
spectacles. When activated, they guide your minute, your body moves (using the Dash
crafting work to make you more efficient for action) on its turn, always moving you away
the entire day, allowing you to complete 100 from danger by the safest available route.
gp worth of crafting progress in just one After the end of this minute, you roll one
day. You still need everything you’d normally Hit Die to recover hit points (even if you’ve
need for crafting (materials, appropriate spent all of your Hit Dice for the day), which
tools, proficiency in those tools, and a basic brings you back to life.
idea of how to craft the thing you’re trying Coming back from the dead is an ordeal.
to create). You take a −4 penalty to all attack rolls,
saving throws, and ability checks. Every time
CYPHER BAG you finish a long rest, the penalty is reduced
by 1 until it disappears.
Relic, uncommon
This bag is made of a flexible unknown DECEPTION FILTER
substance about as durable as wood. It can
hold up to three cyphers as long as each is Cypher, uncommon
no larger than a typical handheld device. This small device looks like a badge you’d
Any cyphers in the bag do not count toward affix to a hat or shirt. When you activate
your cypher limit. it, for the next hour you cannot speak
deliberate lies. You are aware that you are
A cypher bag has a depletion of 1 in 1d20, prevented from deliberately telling lies and
checked each time you put a cypher in the are not compelled to speak if questioned.
bag. You can be evasive with your answers as
long as you remain within the boundaries of
the truth.

61

ARCANA OF THE ANCIENTS

DENSITY NODULE one. The type of damage is one of the
following types:
Cypher, uncommon
This crystal nodule must be affixed to a 1–4 Acid
melee weapon to function; applying the 5–6 Cold
nodule takes an action. The affected weapon 7–11 Fire
then gains the following additional ability 12–13 Lightning
for 1 day. Each time the nodule-bearing 14–15 Necrotic (harms only flesh)
weapon strikes a solid creature or object, it 16–20 Piercing
suddenly increases dramatically in weight,
dealing an additional 1d4 damage (this A detonating scuttler has an automatic
damage is the same type that the weapon depletion; it can be used only once.
normally deals).

DETEXTILIZER DETONATION

Relic, uncommon Cypher, uncommon
This handheld device has multiple prong- This small device is made of synth and
like extensions. When activated as your strange metals. You can activate it and
action, it emits a faint beam that strikes throw it (range 20/60) as part of the
one target within 120 feet. On a failed DC same attack action. It explodes when it
13 Constitution saving throw, the target’s hits a creature or solid object (such as the
commonplace clothing dissipates in a puff ground). All creatures within a 10-foot-
of dust. The device does not affect magic radius sphere must make a DC 13 Dexterity
items, numenera, stone, or metal, just saving throw. A target takes 2d6 + 2
typical organic clothing materials such as damage on a failed save, or half as much
linen, leather, silk, and wool. on a successful one. The type of damage
depends on what type of detonation it is:
A detextilizer has a depletion of 1 in 1d20.
1–2 Cell disruption (necrotic damage,
DETONATING SCUTTLER harms only flesh)

Relic, rare 3–6 Corrosion (acid damage)
This palm-sized device has a dozen metallic
legs and resembles an insect. When 7–8 Lightning (lightning damage)
activated as your action, it follows simple
movement instructions provided by you, 9–10 Frost (cold damage)
moving up to 500 feet away from you and
then detonating. Instructions can include 11–15 Flame (fire damage)
moving in a specific pattern, chasing a
designated target that you can see and point 16–20 Daggers (piercing damage)
out, or following a creature or object making a
particular noise. If you provide more complex These detonations are usually named
instructions that require some judgment on after the type of damage they inflict:
the scuttler’s part (such as waiting a period of detonation of cell disruption, detonation of
time, querying potential targets and waiting for corrosion, and so on.
an unacceptable answer, and so on), you must
make an Intelligence check (with the difficulty DETONATION OF
determined by the GM). If you succeed, the THE BLACK SPHERE
scuttler performs as you intended, otherwise
it explodes when that condition occurs. The Cypher, very rare
scuttler has a walking speed of 30 feet. When it This handheld device is a cluster of heavy
detonates, all creatures within a 10-foot-radius metal rods with jewel-like tips. You can
sphere must make a DC 15 Dexterity saving activate it and point the rods at an area
throw. A target takes 2d6 + 2 damage on a (range 30/120) as part of the same attack
failed save, or half as much on a successful action. It creates a temporary hole in the
universe (approximately 2 feet across) at
the target location. All creatures within
a 25-foot-radius sphere (whether or not
they come in contact with the hole) must

62

CYPHERS, RELICS, AND IRON FLESH

make a DC 17 Constitution saving throw. roaring fire) and you choose which one to
All unsecured objects and creatures within activate (this is part of the action to activate
10 feet are drawn toward the hole and have it). Some of these cyphers also have the
disadvantage on their saving throw against ability to record a new noise. Prerecorded
it. A target takes 4d6 + 4 force damage and sounds are about as loud as a ravage bear,
is stunned for one round on a failed save, or but a user-recorded sound is exactly as loud
half as much damage and is not stunned on as what the user recorded.
a successful one.
DETONATION OF DESICCATION
DETONATION OF BLINDNESS
Cypher, uncommon
Cypher, uncommon This small device is made of synth and
This small device is made of synth and dangerous chemicals. You can activate
dozens of tiny glasslike facets. You can it and throw it (range 20/60) as part of
activate it and throw it (range 20/60) as the same attack action. It explodes when
part of the same attack action. It explodes it hits a creature or solid object (such as
when it hits a creature or solid object (such the ground) and drains moisture from the
as the ground) and creates an intense flash area (open water in the area vanishes). All
of light. All creatures within a 10-foot-radius creatures within a 10-foot-radius sphere
sphere must make a DC 13 Constitution must make a DC 13 Dexterity saving throw.
saving throw. A target is blinded for one A target takes 2d6 + 2 necrotic damage on a
minute and takes 1d6 radiant damage on a failed save, or half as much on a successful
failed save, or is not blinded and takes half one. An elemental composed of mostly
damage on a successful one. water has vulnerability to this damage.

DETONATION OF DEAFENING DETONATION OF FLESH-ROTTING

Cypher, uncommon Cypher, uncommon
This handheld device is made of bands of This fist-sized device bearing dimly winking
black metal around a gray synth sphere. lights can be thrown up to 60 feet away.
You can activate it and throw it (range When it reaches the end of its trajectory,
20/60) as part of the same attack action. the device detonates with a low roar into
It explodes with a horrifying sound when an explosion of cell-disrupting purple-black
it hits a creature or solid object (such energy. Each creature in a 20-foot-radius
as the ground). All creatures within a sphere centered on that point must make a
10-foot-radius sphere must make a DC DC 13 Dexterity saving throw. A target takes
13 Constitution saving throw. A target is 8d6 necrotic damage on a failed save, or
deafened for 30 minutes and takes 1d6 half as much damage on a successful one.
thunder damage on a failed save, or is
not deafened and takes half damage on a The necrotic influence spreads around
successful one. corners. It kills plants and other natural
growth in the area.

DETONATION OF DETONATION OF GRAVITY
DECOY SOUNDS
Cypher, very rare
Cypher, uncommon This fist-sized device bearing dimly winking
This small device appears to be lights can be thrown up to 60 feet away. When
multicolored wires wrapped around a it reaches the end of its trajectory, the device
central core. You can activate it and throw detonates with a low roar into an explosion
it (range 20/60) as part of the same of inverted gravity. Each creature in a 20-foot-
attack action. Upon impact, it plays a loud radius sphere centered on that point must
prerecorded sound for three minutes. make a DC 17 Dexterity saving throw as they’re
Most of these cyphers have two or three smashed flat to the ground. A target takes 8d6
prerecorded sounds (such as beastly roars, bludgeoning damage on a failed save, or half
machines grinding, and an explosion with as much damage on a successful one.

63

ARCANA OF THE ANCIENTS

The inverted gravity spreads around DETONATION OF PEACE
corners. All creatures in the area, whether
they succeed on their saving throw or not, Cypher, uncommon
are crushed to the ground for one round When activated, this wristband projector
and cannot take physical actions. creates a psychic burst. All creatures within
a 100-foot-radius sphere must succeed on
DETONATION, GREATER a DC 13 Wisdom saving throw or become
indifferent about any creatures they were
Cypher, rare feeling hostile toward, and end any violent
This handheld device is a metal tube, actions they were performing or going to
weighted and closed on one end. As your perform. This indifference ends if the target
attack action, you can use the device is attacked or harmed by an effect, or if it
to launch a projectile at an area (range witnesses any of its friends being harmed.
30/120). The projectile explodes when it After a minute, the effect ends, and affected
hits a creature or solid object (such as the creatures become hostile again unless the
ground). All creatures within a 25-foot- GM rules otherwise.
radius sphere must make a DC 15 Dexterity
saving throw. A target takes 4d6 + 4 DETONATION OF SOAP
damage on a failed save, or half as much
on a successful one. The type of damage Cypher, uncommon
depends on what type of detonation it is: This small device is made of thin synth and
filled with a dense liquid. You can activate
1–2 Cell disruption (necrotic damage, it and throw it (range 20/60) as part of
harms only flesh) the same attack action. It explodes when it
hits a creature or solid object (such as the
3–6 Corrosion (acid damage) ground), filling a 10-foot-radius sphere with
a slippery foam similar to soap bubbles.
7–8 Lightning (lightning damage) Vision in the area is obscured as if by a
dense mist. Each creature standing in the
9–10 Frost (cold damage) area must succeed on a DC 13 Dexterity
saving throw or fall prone. A creature that
11–15 Flame (fire damage) enters the area or ends its turn there must
also succeed on a Dexterity saving throw
16–20 Daggers (piercing damage) or fall prone. Creatures have disadvantage
to climb walls and other upright surfaces
These detonations are usually named in the area. The foam is not flammable and
after the type of damage they inflict: greater will smother fires. After about an hour, the
detonation of cell disruption, greater foam collapses into a slimy residue, which
detonation of corrosion, and so on. vanishes completely in another hour.

Some sobriety DETONATION OF DETONATION OF SOBRIETY
detonations affect MATTER DISRUPTION
other drugs instead Cypher, uncommon
of intoxicants like Cypher, rare This small device is made of red and blue
alcohol. Some have an This small device is made of synth and synth. You can activate it and throw it (range
opposite or different contains billions of tiny nanomachines. 20/60) as part of the same attack action. It
effect on nonhumans. You can activate it and throw it (range creates a burst of green energy in a 10-foot-
20/60) as part of the same attack action. radius sphere that neutralizes the effects
It explodes when it hits a creature or solid of alcohol and similar intoxicants, as if the
object (such as the ground), releasing the affected creatures had spent three hours
nanomachines, which rearrange matter abstaining in order to sober up.
in random ways—solids melt and are
reconfigured, flesh turns to glass, metal
turns to wood, and so on. All creatures
within a 10-foot-radius sphere must make
a DC 15 Constitution saving throw. A target
takes 4d6 + 4 necrotic damage on a failed
save, or half as much on a successful one.

64

CYPHERS, RELICS, AND IRON FLESH

DETONATION OF SPAWNING DETONATION OF TELEKINESIS

Cypher, rare Cypher, uncommon
This bulky, knobby sphere is made of metal This small device is made of metal and
and synth has a long, handle-like rod. You highly-energized particles. You can activate
can activate it and point the rod at an area it and throw it (range 20/60) as part of
(range 30/120) as part of the same attack the same attack action. It explodes when
action. It explodes at the targeted area. it hits a creature or solid object (such
Targets in a 10-foot-radius sphere must as the ground). All creatures within a
make a DC 15 Constitution saving throw. 10-foot-radius sphere must make a DC 13
A target is blinded for one minute and Constitution saving throw. A target takes
takes 2d6 radiant damage on a failed save, 2d6 + 2 force damage on a failed save, or
or is not blinded and takes half damage half as much on a successful one. Objects
on a successful one. On the next round, in the area that weigh less than 20 pounds
the sphere separates into 1d6 additional are pushed out of the area.
detonations, which fly to random spots
within 60 feet and explode. All creatures DETONATION OF TRACKING A detonation of
within each 10-foot-radius sphere of these tracking is useful for
secondary detonations must make a DC 15 Cypher, uncommon tracing raiders back
Dexterity saving throw. A target takes 4d6 + This cypher is a wristband projector with to their hidden lair.
4 damage on a failed save, or half as much a glass screen. As your attack action, you
on a successful one. The type of damage can use the device to launch a projectile
depends on what type of detonation it is: at an area (range 30/120). The projectile
creates an explosion of shrapnel when it
01–10 Cell disruption (necrotic damage, hits a creature or solid object (such as the
harms only flesh) ground). All creatures within a 25-foot-
radius sphere must make a DC 15 Dexterity
11–30 Corrosion (acid damage) saving throw. A target takes 2d6 + 2 piercing
damage on a failed save, or half as much on
31–40 Lightning (lightning damage) a successful one. For the next week, you can
use the screen on the cypher to track the
41–50 Frost (cold damage) direction and distance of all creatures in the
explosion.
51–75 Flame (fire damage)

76–00 Daggers (piercing damage)

These detonations are usually named after
the type of damage they inflict: detonation
of spawning cell disruption, detonation of
spawning corrosion, and so on.

65

ARCANA OF THE ANCIENTS

Rather than strands DETONATION OF WEBS doll form has resistance to all damage. If
of sticky goo, some you are immersed in about ten gallons of
detonation of webs fill Cypher, uncommon water, your doll-body absorbs the water over
the area with a mass This small device is made of synth and the course of one minute, awakening you
of quick-hardening organic material. You can activate it and and returning you to normal.
foam that accomplishes throw it (range 20/60) as part of the same
attack action. It explodes when it hits a A devitilizer has a depletion of 1 in 1d100.
the same thing. creature or solid object (such as the ground),
Unlike a web spell, a releasing sticky strands of goo that last DIAGNOSTIC GRAFT
1 hour. Creatures within a 10-foot-radius
detonation of webs sphere must succeed on a DC 13 Dexterity Cypher, uncommon
doesn’t need to be saving throw or be restrained as long as they This small ovoid device is a little too large
anchored between remain in the webs or until they break free. to be considered a pill. When swallowed,
solid masses, nor are it embeds itself in your body cavity and
Any creature that enters the area of sticky unleashes microfilaments that connect
they flammable. strands must save against the detonation as to various organs. The cypher monitors
if they were in the area when it exploded. your body for diseases, parasites, poisons,
Optional Rule: and contaminants. When it detects such
Intelligence (Ancients A creature restrained by the webs can use things, it indicates their presence with
its action to make a Strength check against a pattern of lights (visible through your
Arcana), page 259 the detonation’s save DC. If it succeeds, it is skin), sounds, or vibrations that show the
no longer restrained. location of the problem and the nature of
You might have bad the threat. You must succeed at a DC 9
dreams while in doll Webs layered over a flat surface have a Intelligence or Wisdom (Medicine) ability
form, but a devitilizer depth of 5 feet. check to correctly interpret the signals (such
is an ideal way to store as “brain parasite,” “lung cancer,” “blood
excess population during DEVICE STABILIZER venom,” or “stomach fungus”). The alarm
a drought or famine. repeats every hour unless you acknowledge
Cypher, uncommon it with a firm tap, and it repeats each
This crystal nodule must be attached to a day until the threat ends. Once the graft
cypher to function. When you activate it, it attaches, the effect is permanent, and this
bonds itself to the other cypher, stabilizing device no longer counts against the number
it so when the attached cypher is used, of cyphers you can bear.
the device stabilizer prevents the attached
cypher from being used up. You must make DIMENSIONAL ARMOR
a DC 13 Intelligence (Arcana) check when
the attached device is activated. A failed roll Relic, very rare (requires attunement)
means the device stabilizer detaches and This full suit of armor is made of steel and
the other cypher is used up as normal. A a hard, unknown substance. It resembles
successful roll means the device stabilizer plate armor but is far lighter than any
is used up and the attached cypher can be known smith can create, and its very fine
used again. Some cyphers (particularly pills articulation points cover the entire body,
and injections) cannot be stabilized in this even at complicated joints like the neck. It
way. protects you as plate armor (AC 18) but with
a +2 bonus. When activated as your action,
DEVITILIZER for the next 10 minutes it randomly shifts
your phase, which gives your opponents
Relic, rare disadvantage on attack rolls with physical
This strange helmet, harness, gloves, and attacks. Special multidimensional weapons
boots are connected by translucent flexible and effects ignore this phase-shifting.
tubes. When you wear all the pieces and
activate it as your action, the relic drains all The dimensional armor has a depletion
the fluids from your body over the course of 1 in 1d10, checked each time you activate
of one minute, turning you into an inert, the phase shifting ability. When the armor
leathery doll-like version of yourself that depletes, the phase shifting no longer
is about 1 foot tall and weighs only a few works, but it still functions as armor.
pounds. In this form you are helpless, in
stasis, and can remain so indefinitely. Your

66

CYPHERS, RELICS, AND IRON FLESH

DISRUPTING NODULE EAGLESEYE

Cypher, uncommon Cypher, uncommon
This crystal nodule must be affixed to your This large blue pill enhances your vision.
weapon to function; applying the nodule For the next three hours, you have
takes an action. The affected weapon then advantage on Perception rolls based on
gains an additional ability for 1 day: each sight.
time the nodule-bearing weapon strikes
a solid creature, it generates a burst of ECLIPSE PROJECTOR
nanites that directly attack organic cells. The
affected creature takes 1d4 necrotic damage Cypher, rare
and is incapacitated for one round on a This bulky device has a series of odd spikes
failed DC 13 Constitution save, or takes 1d2 extending upward. If you activate it outside
necrotic damage on a successful one. during daylight, it projects a cluster of
pellets high in the direction of the sun. The
DISRUPTION BLADE pellets form into an opaque shield that
blocks out sunlight in an area 10 miles in
Relic (any bladed weapon), rare diameter. Within that area, the sun looks
This sword, axe, or cleaver has strange like it is experiencing a total eclipse. The
devices embedded in the blade and hilt. apparent eclipse grants you advantage on
When activated as your action, it radiates a Deception, Intimidation, and Persuasion
field of disruptive energy on your next turn. rolls against superstitious or primitive
If you hit with the weapon on your next creatures who would be alarmed and
turn, the energy deals an additional 3d6 frightened by an eclipse.
necrotic damage.
ECSTASY PARALYZER
A disruption blade has a depletion of 1 in
1d6. Relic, uncommon
This strange handheld device has several
DRILL SPEAR obvious control points on its outer
surface. When activated as your action,
Relic, uncommon it fires a beam of energy that strikes one
This spear’s haft may be made of wood or target within 120 feet. On a failed DC 13
an unknown wood-like substance. Its head Wisdom saving throw, the target’s mind is
resembles a spiral metallic drill. If you hit with overwhelmed with pleasure, incapacitating
it as a melee attack, as a bonus action you them for one round. The device can fire
can activate the spear and let go so it drills multiple times per round, so if you have the
into your opponent, dealing an additional ability to attack twice as an Attack action,
2d6 piercing damage. On your opponent’s you could make two attacks with the ecstasy
turn, they can remove and drop the spear as paralyzer.
an action, reaction, or bonus action.
An ecstasy paralyzer has a depletion of 1
A drill spear has a depletion of 1 in 1d20, in 1d20, checked each time it is fired (firing
checked each time you activate it. multiple times in the same round requires
multiple depletion rolls).
DRINK DISTILLER
A damaged or erratic
Relic, uncommon drink distiller might filter
This bulky belt is made of metal and glass other, necessary things
tubes. It filters alcohol out of your blood, out of your blood.
reducing by half how long a drink affects
you. Half of the alcohol you drink is
distilled by the relic into a small attached
flask. The resulting contents have about
the same potency as a hard alcohol such as
vodka or whiskey.

A drink distiller has a depletion of 1 in
1d20, checked each month of use.

67

ARCANA OF THE ANCIENTS

EFFORT ENHANCEMENT EMOTION SMOOTHER

Cypher, rare Cypher, uncommon
This metallic pill is filled with nanomachines This cypher looks like a patch of pale flexible
that can transmit and receive signals to an synth that is smooth on one side and
unknown but incredibly intelligent bodiless feels like sandpaper on the other. When
entity. When you use the pill, the entity activated (by sticking the rough side to
gains a limited access to your thoughts and your skin and slapping the smooth side),
it can subtly stimulate and encourage you for the next hour it blocks the part of your
when you perform one kind of task. For the mind that produces emotions. This allows
next day, whenever you make a roll for that you to experience situations you might not
kind of task, add your proficiency bonus. otherwise be able to handle, to fairly weigh
If you normally would add your proficiency options without emotional shortcuts, or
bonus on that sort of task, you instead add to tell completely convincing lies because
double your proficiency bonus. The tasks you are no longer generating micro-
normally associated with this cypher are expressions or other telling responses due
restricted to the following: to emotional inconsistency. Any charm,
fear, or other emotion-based effects on you
1–2 Melee attacks are suppressed while the patch is active.
You gain advantage on Deception rolls.
3–4 Ranged attacks When the effect ends, any suppressed effect
returns (if its duration didn’t expire while
5–8 Identifying and using numenera the cypher was still functional).

9–10 Salvaging numenera EMPATH’S LENSES

11–12 Perception Relic, uncommon
This is a mask-like device worn over your
13–14 Persuasion face, with thick transparent lenses where
the eyes are. When activated as your action,
15 Medicine for the next minute the device projects
images onto the lenses, identifying facial
16 Dexterity saves microexpressions, body-language cues,

17 Intelligence saves

18 Wisdom saves

19 Athletics

20 Stealth

68

CYPHERS, RELICS, AND IRON FLESH

mannerisms, and methods of speech of ENDLESS COIL Very rare and legendary
anyone you’re looking at within 10 feet. This versions of the energy
gives you a far deeper insight into what Relic, rare nullifier may exist.
other people are thinking and feeling. You A 50-foot length of thin but exceptionally
gain advantage on Deception, Intimidation, strong stranded material (AC 19) can be Someone who has lost
and Persuasion rolls against anyone you pulled from the mouth of this fist-sized their normal hand could
view through the lenses. metallic device as your action. The strand use an empty hand as
emerges from an otherwise inaccessible an effective a prosthetic.
A set of empath’s lenses has a depletion artificial extradimensional space. Additional
of 1 in 1d20. length can be pulled out each round, 50 feet Accidental rifts, page 258
at a time, to an arbitrary length. It can be
EMPTY FIELD GENERATOR cut or pulled back in; either way, the endless
coil continues to produce rope, until the
Relic, uncommon relic depletes.
This complex antenna array is built on
top of a 12-foot-tall tripod, with a complex An endless coil has a depletion of 1 in
control surface near its base. It takes two 1d100, checked per day of use. When it
rounds to assemble and set up this device. depletes, there is a chance of an accidental
When activated as your action, for the next rift.
hour, all creatures, structures, and other
artificial alterations in the landscape are ENDLESS STOMACH
visually smeared out in a 500-foot radius.
From outside of the area, nothing is visible Relic, rare
except an illusion of bare ground and This device can be fitted into your mouth
innocuous brush. From within the area, like a dental appliance. You can still talk
creatures can see what’s around them and eat normally, though doing so without
normally, although all illumination drops by a bit of a lisp takes a few days of practice.
one category. When you wish, the appliance opens into an
artificial extradimensional space about 10
An empty field generator has a depletion feet on a side, allowing you to “eat” almost
of 1 in 1d20. anything you can fit in your mouth as an
action, and produce that object again as an
EMPTY HAND action at some future need.

Relic, rare An endless stomach has a depletion of 1
This yellow metallic cuff can be worn on in 1d100, checked per day of use. When it
the wrist. While worn, your hand protrudes depletes, there is a chance of an accidental
into an artificial extradimensional space rift.
about 6 feet on a side. To an observer, it
seems like you have no hand, but instead ENERGY NULLIFIER
a palm-sized sphere of faint light hovering
at the end of the cuff. You can use the field Relic, rare
to manipulate items in your environment This crystal dish is attached to a 12-foot-tall
normally, as if you had a hand (instead of a tripod, with a control box at chest height.
limited telekinetic effect). In addition, you It takes two rounds to assemble and set up
can transfer anything you can hold in your this device. When activated as your action,
hand into the extradimensional space as an it sends out an invisible burst of energy
action, or produce something you’ve already up to 2 miles away that affects a 250-foot-
stored as an action. radius sphere. Cyphers, relics, iron flesh,
and other numenera devices that use energy
An empty hand has a depletion of 1 in lose power for about one hour if their rarity
1d100, checked per day of use. When it is common or uncommon, rendering them
depletes, there is a chance of an accidental temporarily useless.
rift.
An energy nullifier has a depletion of 1 in
1d6.

69

ARCANA OF THE ANCIENTS

Other types of lenses, EVOLUTION BUD EXPLORER’S LENSES
similar to the empath’s
Relic, rare Relic, uncommon
lenses and explorer’s This fleshy pod resembles a hemispherical This is a mask-like device worn over your
lenses, have been piece of fruit. When activated as your face, with thick transparent lenses where
action, it grafts onto you (usually near your the eyes are. When activated as your
identified, including brain and spine) and injects chemicals action, for the next hour the device projects
those that provide aid in that cause you to develop a new mutation images onto the lenses, highlighting likely
over the course of the next day. If you later trails, tracks, and potential gaps in natural
preparing food recipes, reproduce, your children also develop features. You gain advantage on checks
building things, and this mutation after they pass through relating to tracking and navigation.
adolescence. Each evolution bud provides
interacting with animals. a specific mutation, usually a beneficial A set of explorer’s lenses has a depletion
mutation. of 1 in 1d20.
Beneficial mutation,
page 131 An evolution bud has an automatic EXTRADIMENSIONAL HAND
depletion; it can be used only once (the pod
Pandimensional: existing withers and falls off after one day). Cypher, rare
on multiple levels of This glove of synth and wire mesh is slightly
reality at once. EXPLODING ARROW too long and has too many fingers, but can
fit on a human hand. When you activate
One advantage of an Relic, uncommon it, for the next 30 minutes your hand
exploding arrow over a This slender rod has a tiny metallic device becomes pandimensional, able to touch
detonation cypher is that at one end, and is similar enough to an and affect extradimensional and out-of-
the arrow doesn’t count arrow or crossbow bolt that it can be used phase creatures and objects as if they were
toward your cypher limit. with those weapons. It explodes when it completely solid or insubstantial (whichever
hits a creature or solid object (such as the you prefer). For example, if your hand is out
Detonation, page 62 ground). All creatures within a 10-foot- of phase, you could punch a creature on the
Cypher limit, page 40 radius sphere must make a DC 13 Dexterity Ethereal Plane, reach through a solid wall,
saving throw. A target takes 2d6 + 2 piercing or pick up an extradimensional object. This
damage on a failed save, or half as much pandimensional state extends just beyond
on a successful one (if the arrow struck your flesh (including clothing and armor on
a creature, the creature also takes 1d6 your hand, a small object that can be held in
piercing damage from the arrow itself). a closed fist, and so on).

An exploding arrow has an automatic EXTERNAL SKELETON
depletion; it can be used only once.
Relic, rare
EXPLORER’S GLOVES This series of metallic rods are linked
together in the approximate shape of a
Relic, uncommon human frame. When worn and activated as
These thick but flexible-fingered gloves feel your action, for the next hour the relic gives
like the plushest velvet on the palms side. you advantage on all Strength rolls and
When activated as your action, for the next melee attacks using Strength, but gives you
hour the microscopic adaptive hairs on the disadvantage on all Dexterity rolls.
palms let you climb any solid surface, even
extremely difficult or impossible ones such An external skeleton has a depletion of 1
as a wall of ice or a force field. Any other in 1d20, checked each time you activate it.
action while climbing that uses one or both
of your hands requires you to activate the EXTRADIMENSIONAL VIEWER
gloves again, otherwise they deactivate so
you can use your hands normally. Relic, rare
This lightweight helmet is made of a
A pair of explorer’s gloves has a depletion translucent hard material with crystalline
of 1 in 1d20. lenses. When activated as your action,
for the next hour it transmits images and
sounds perceptible only to you, showing you
everything in a nearby dimension out to about

70

CYPHERS, RELICS, AND IRON FLESH

60 feet away. These images override what silhouette in otherwise lightless conditions. Optional Rule:
you might see in your current dimension, The eye has 4 charges and regains 1d4 Intelligence (Ancients
making you effectively blind to anything not Arcana), page 259
in the viewed dimension (you can remove or expended charges daily at dawn. You
put on the helmet as a bonus action). can speak telepathically with others who
are within 60 feet, by using 1 charge per
The relic includes a limited machine contact. Communication is two-way, but
intelligence that automatically adjusts the other party must be willing and able
to view the most appropriate nearby to communicate. You don’t have to see
dimension when there are multiple options the target of telepathy, but you must know
(such as showing an interesting demiplane that it’s within range. You can have more
or extradimensional space rather than an than one active contact at once, but you
empty parallel dimension), but you can must establish contact with each target
manually adjust it by succeeding at an individually as an action. Each contact lasts
Intelligence (Arcana) check. up to 10 minutes.

An extradimensional viewer has a depletion EYE OF MENTAL SUPREMACY
of 1 in 1d20, checked each hour of use.
Iron flesh, very rare (requires attunement)
EYE-EATING LOOP This prosthesis replaces one of your eyes
with a slightly oversized metallic version
Relic, rare that you can see with normally. It has 20
This metallic staff has a hollow loop at the charges and regains 2d10 expended charges
end whose inner edge bleeds darkness. daily at dawn. It has the same telepathic
Unless covered, it automatically reduces functions as the eye of mental contact, plus
bright light within 10 feet to dim light. It has a couple more abilities.
the following additional abilities.
You can read the surface thoughts of a
Chill: If you use the staff to make a melee creature within 60 feet of you that you can
attack and hit, as your bonus action you see (1 charge). The target must succeed at
can make the staff release a burst of energy, a DC 17 Wisdom saving throw to avoid the
dealing an extra 2d6 cold damage. effect. Once you have established contact,
you can read the target’s thoughts for up to
Darken: As your action, you can increase one minute.
the light-draining effect of the loop, causing
all creatures within 120 feet to fall into In addition, you can blast waves of mental
complete darkness for about an hour. force into the minds of up to five targets
within 60 feet (1 charge per target); each
Ray: As your action, you can use the staff must make a DC 17 Wisdom saving throw
to emit a blast of chill darkness from the or take 8d6 psychic damage on a failure, or
loop with a range of 120 feet. Make a ranged 4d6 psychic damage on a successful save.
attack roll for the ray. On a hit, the target
takes 1d8 cold damage and must succeed Finally, you can attempt to take mental
on a DC 15 Constitution saving throw or be dominion over a humanoid within 60 feet
incapacitated for one round. of you that you can see or sense (1 charge).
The target must succeed on a DC 17
An eye-eating loop has a depletion of 1 in Wisdom save or come under your control.
1d20. This effect lasts for 1 minute, 10 minutes if 3
charges are used, or an hour if 5 charges are
EYE OF MENTAL CONTACT used. Additionally, you can attempt to target
any creature you can see if you spend an
Iron flesh, uncommon (requires attunement) additional 2 charges.
This prosthesis replaces one of your eyes
with a slightly oversized metallic version Once you have established control, you
that you can see with normally. In addition, maintain mental contact with the target and
all creatures with minds you can sense sense what it senses. You can allow it to act
within a 100 feet are limned (in your sight) freely or override its control on a case-by-
with a glowing aura, allowing you to gauge case basis.
a creature’s relative strength of mind (weak,
moderate, strong, godlike), and see its

71

ARCANA OF THE ANCIENTS

EYEPIECE OF UNDERSTANDING FEARMAKER

The eyepiece of Relic, rare Relic, rare
understanding might This narrow metal tube has about the same This pole with a metal cone on top has
length and proportions as a spyglass. When several parts that bend outward to create
have difficulty with activated as your action and used to look a stable frame. It takes two rounds to
certain creatures at an object or creature within 500 feet for assemble and set up this device. When
one minute, images projected within the activated as your action, the fearmaker
or unusual species, tube help you gain an understanding of affects the minds of all thinking creatures
providing little the target’s abilities and weaknesses. Add within a 120-foot cone. All creatures in the
information or your proficiency bonus on ability checks area must succeed on a DC 15 Wisdom
to understand or identify the target you’re saving throw against fear or drop what
erroneous results. viewing through the relic. If you normally they’re holding and do one of the following:
would add your proficiency bonus for
those checks, you instead add double your Roll Action
proficiency bonus.
01–50 Flee for 1d6 rounds
An eyepiece of understanding has a
depletion of 1 in 1d6. 51–90 Cower (drop prone) and lose
their action for 1d6 rounds

91–00 Fall unconscious for one minute
(or until they take damage or
FARSPEAKER someone spends an action to
shake or slap them awake)
Cypher, uncommon
This cubical device partially unfolds into an A fearmaker has a depletion of 1 in 1d6.
angular ovoid shape. After you activate it,
you choose a location that you can see (up FIERY HELLMAKER
to about 2 miles away, weather permitting).
Anything you say can be heard at that Relic, rare
location as if you were actually there and This vertical pole has a metal disc on top, a
speaking at the same volume. You can also control box in the center, and several sturdy
hear sounds in that area if you were at that metal legs that bend outward to support it.
location and trying to listen, although only It takes two rounds to assemble and set up
sounds within 60 feet of that location are this device. When activated as your action,
clear. the disc fires a barrage of burning metal in
all directions. Each creature within range
(except for a 3-foot-radius area at the base
of the device) must make a DC 15 Dexterity
saving throw. Targets take 2d4 piercing
damage and 2d4 fire damage on a failed
save, or half as much on a successful one.

A fiery hellmaker has a depletion of 1 in 1d6.

FILTRATION STRAW

Relic, uncommon
This thin, foot-long tube is made of an
unknown material that is lighter than wood.
Any water that passes through it is made
free of poison, disease, and most other
contaminants (generally anything that deals
less than 1d6 points of damage is rendered
harmless). Most liquids other than water
drawn through it (such as mud, potions,
blood, wine, and milk) come out the other
end as purified water (or mostly water).

72

CYPHERS, RELICS, AND IRON FLESH

FIREPROOFING SPRAY FLAME HALO The flame gauntlet’s
weapon-shrouding
Cypher, uncommon Iron flesh, very rare (requires attunement) ability confers its
When you activate this synth and metal This disc implanted in your head has 12 ability to both melee
canister, it sprays aromatic droplets up to charges and regains 1d12 expended charges and ranged weapons.
10 feet. The spray dries within seconds, daily at dawn. It has the same shroud of In the latter case,
creating an invisible coating. Anything flame function as flame cloak, plus a couple arrows or similar items
coated by the droplets gains fire resistance more abilities. shot from the melee
for 1 day. The spray can completely coat one weapon are affected.
Medium creature or about a 10-foot-by-10- While your shroud of flame is active, you
foot flat area (such as a wall). can reach into it and hurl a handful of fire
at a target up to 60 feet away that you can
FLAME CLOAK see (1 charge). The target must make a DC
15 Dexterity saving throw. It takes 8d6 fire
Iron flesh, rare (requires attunement) damage on a failed save, or half as much
This disc implanted in your head has 4 damage on a successful one.
charges and regains 1d4 expended charges
daily at dawn. At your mental command, Finally, while your shroud of flame is
your entire body becomes shrouded active, you can spread wings of fire, gaining
in flames that last up to one hour (1 a flying speed of 60 feet for 1 minute (2
charge). The fire doesn’t burn you, but it charges).
automatically deals 1d6 fire damage to
anyone who tries to touch you or strike you FLAME-RETARDANT WALL
with a melee attack. While the shroud is
active, you gain a +1 bonus to AC and fire Cypher, uncommon
resistance. This metal bracelet has several fine
controls on it. When activated, it creates
FLAME GAUNTLET an immobile transparent wall of energy,
15 feet on a side, centered on you. This
Iron flesh, very rare (requires attunement) wall is similar to a force field except it only
This prosthesis replaces one of your hands prevents fire from passing through it—any
with a slightly oversized metallic version fire that inflicts 10 fire damage or less stops
that you can use normally. It has 12 charges at the wall. A burning object such as a torch
and regains 1d12 expended charges daily is extinguished if it passes through the wall.
at dawn. It has the same shroud of flame The energy wall lasts for 3 hours.
function as flame cloak, plus the following
ability. FLAME SUPPRESSOR

While your shroud of flame is active, you Relic, rare
can extend it to cover a weapon you wield This forearm-sized collapsible metal tube
for one hour as a bonus action. It ignites expands to 3 feet wide and 6 feet long, and
with a roar, exhaling a thick spiral of black is wrapped in multiple smaller tubes of an
smoke from its tip. The flame ends if you unknown hard material. When activated as
stop holding or carrying the weapon. While your action, it launches a spherical device
the flame lasts, the weapon deals +2d8 fire into the air that hovers overhead for a
damage. moment and then seeks out open flames
within 500 feet. Over the next hour, it
draws moisture from the air and quenches
any small fires it finds within the area. If
deployed against a larger fire (such as a
burning building or portion of a town),
everyone in the area gains advantage on
rolls to extinguish or block the fire.

A flame suppressor has a depletion of 1
in 1d6.

73

ARCANA OF THE ANCIENTS

FLESH DISRUPTOR disguise yourself as the copied creature,
although if the wearer has a very different
Relic, rare shape than the copied creature, it is unlikely
This handheld device has a few simple that anyone will believe it. The model lasts
controls. When activated as your action, for four hours, after which it melts into
it emits a beam of energy that strikes one harmless goo.
target within 60 feet. On a failed DC 17
Dexterity saving throw, the target takes 5d8 FOOD SCANNER
necrotic damage. The beam only affects
organic creatures and materials. The device Relic, uncommon
can fire multiple times per round, so if you This handheld device has several controls
have the ability to attack twice as an attack and a wide dish at one end. When activated
action, you could make two attacks with the as your action and pointed at food within 10
flesh disruptor. feet, it sounds an alarm if the food has any
contaminants or poisonous substances.
A flesh disruptor has a depletion of 1 in
1d10, checked each time it is fired (firing A food scanner has a depletion of 1 in
multiple times in the same round requires 1d20.
multiple depletion rolls).
FOOD TUBE
Most people report that FLESH INK PEN
the paste from a food Relic, uncommon
tube tastes awful. Relic, uncommon This device is of similar size and shape to a
This device is a narrow pointed cylinder scroll case. When activated as your action, it
about six inches long that comfortably fits produces a gray paste that provides enough
in your hand. When used like a pencil on a nutrition for one person for one day.
surface, it creates lines of thin living tissue,
which can be built up like a lattice to create A food tube has a depletion of 1 in 1d10.
three-dimensional structures. The pen can When it depletes, there are equal chances
create skin, nerves, cartilage, and vascular that it completely ceases to function, spews
tissue. Using the pen gives you advantage out unpalatable sludge before ceasing to
on Medicine rolls and similar tasks where function, or creates one last batch of paste
being able to create healthy flesh would be that seems normal but is actually poisonous
useful (such as crafting a homunculus). (anyone who eats it must succeed on a DC
13 Constitution saving throw or be poisoned
A flesh ink pen has a depletion of 1 in for 1d6 hours).
1d20, checked each hour of use.
FORCE CUBE PROJECTOR
A human wearing a FLESHY HEAD DISGUISE
fleshy head disguise of a Cypher, rare
Cypher, uncommon This glowing metal ring contains a
ravage bear makes for This adhesive patch of synth has a yellow powerful, short-lived force field generator.
an interesting costume side and a green side. To use it, you must When activated, it creates a cube of solid
but won’t be mistaken first press the yellow side against a creature force, 30 feet on a side and 1/4 inch thick,
for a natural ravage bear and activate it, which scans that creature. centered on you, lasting 1 hour. It conforms
When you activate the green side, the itself to the space available. If the cube
because the creatures cypher creates a lifelike fleshy model of that cuts through a creature’s space when it
are quadrupeds. creature’s head that can be worn as a full- appears, the creature is pushed to one
head prosthetic mask. side of the cube (your choice which side).
Despite the fact that Nothing can physically pass through the
the walls are not gas- The model has muscles, nerves, and cube. It is immune to all damage and can’t
permeable, there is likely blood vessels that react to your face and be dispelled. A disintegrate spell destroys
enough air within the head movements, including speech, it instantly. The cube also extends into the
cube created by a force facial expressions, blushing, and blinking, Ethereal Plane, blocking ethereal travel
cube projector for trapped but does so with the copied creature’s through the cube.
appearance (including scars and retinal
creatures to breathe scans). The worn model gives you
for the hour it lasts. proficiency and advantage on checks to

74

CYPHERS, RELICS, AND IRON FLESH

FORCE DOME

Relic, rare
This pole with a glass globe on top has a
control box in the center and several flexible
legs that create a stable support for it. It
takes two rounds to assemble and set up
this device. When activated as your action,
it creates a powerful spherical force field
with a radius of 30 feet. If the dome passes
through a creature’s space when you create
it, the creature is pushed to one side of the
force field (your choice). Nothing can pass
through the force field. It can’t be dispelled,
but can be disintegrated. The force field is
essentially invulnerable. It lasts for one day,
during which time the air inside is enough
to support six people.

A force dome has a depletion of 1 in 1d20.

FORCE NODULE FORCE SHIELD PROJECTOR Very powerful creatures,
such as those with a
Cypher, rare Cypher, very rare challenge rating of 10
This synth nodule must be affixed to your This injector contains a golden fluid made or higher, may be able
armor (or a piece of clothing) to function; up of nanites. When injected into your body, to eventually bring
applying the nodule takes an action. For the the nanites travel through your flesh and down the force field.
next day, the armor is bolstered by a force create a skin-tight energy shield around you
field that subtly repels attacks against you. for 1 hour, which grants you a +3 bonus to Force nodules tend
The force field grants you a +1 bonus to AC AC. to have dangerous
and saving throws. side effects when used
FRICTION-REDUCING GEL together or with other
FORCE SCREEN PROJECTOR items that provide
Cypher, uncommon similar effects.
Cypher, rare When you activate this synth and metal
When activated, this bulky metal and synth canister, it sprays pungent droplets up to Some force walls,
belt creates an immobile plane of force, 10 feet. The spray dries within seconds, shields, and cubes are
20 feet on a side and 1/4 inch thick, that creating an invisible coating on a 10-foot- transparent. Others
lasts for 6 hours. It conforms itself to the by-10-foot area (such as a patch of ground). are translucent. A
space available. If the wall cuts through For the next 3 hours, the area is difficult few are opaque.
a creature’s space when it appears, the terrain. When the coating appears, each
creature is pushed to one side of the creature standing in its area must succeed
wall (your choice which side). Nothing on a DC 13 Dexterity saving throw or fall
can physically pass through the wall. It prone. A creature that enters the area or
is immune to all damage and can’t be ends its turn there must also succeed on
dispelled. A disintegrate spell destroys it a Dexterity saving throw or fall prone. If
instantly. The wall also extends into the the area is a wall or other upright surface,
Ethereal Plane, blocking ethereal travel attempts to climb it have disadvantage.
through the cube.

75

ARCANA OF THE ANCIENTS

Creatures that do not FRIGID WALL PROJECTOR (range 30/120). The capsule explodes when
need to breathe or it hits a creature or solid object (such as
Cypher, rare the ground), creating a poisonous cloud
are not alive may be When activated, this synth and crystal that fills a 10-foot-radius sphere. The cloud
unaffected by many kinds device creates a wall of supercooled air, 30 lingers for 1d6 rounds unless conditions
feet on a side and 1 foot thick, that lasts for dictate otherwise. All creatures within the
of gas bomb poisons. 10 minutes. When the wall first appears, cloud (and any creature that enters it for
each creature within its area must make a the first time on a turn) must succeed on a
Dexterity saving throw. That creature takes DC 13 Constitution saving throw or suffer
4d6 + 4 cold damage on a failed save, or an effect. The effect of a failed saving throw
half as much damage on a successful one. A on a target depends on what kind of poison
creature moving through the sheet of frigid it is:
air for the first time on a turn must make a
Constitution saving throw against the wall 01–10 Harmless thick smoke: occludes
instead of a Dexterity save. sight while the cloud lasts but
has no other effect.
GAS BOMB
11–20 Choking gas: choking and
Cypher, rare coughing incapacitates and
This metal wristband sometimes emits suffocates for 6 rounds.
smelly fumes from small pores on its
surface. As your attack action, you can 21–50 Poison gas: deals 2d6 + 2 poison
use it to launch a small capsule at an area damage (half damage on a
successful save).

51–60 Corrosive gas: deals 2d6 + 2
acid damage (half damage on a
successful save).

61–65 Hallucinogenic gas: hallucinations
and visions incapacitate for 6
rounds.

66–70 Nerve gas: grants disadvantage
on Dex rolls and saves for 6
rounds.

71–80 Mind-numbing gas: deals 2d6 + 2
psychic damage (half damage on
a successful save).

81–83 Fear gas: frightened and flees in a
random direction (or is paralyzed
with fear) for 6 rounds.

84–86 Amnesia gas: permanently loses
all memory of the last minute.

87–96 Sleep gas: falls asleep for 6 rounds
(or until they take damage or are
shaken or slapped awake).

97–00 Rage gas: uses its action to
make a melee attack against a
randomly determined creature
within its reach for the next 6
rounds (if no creature is in reach,
it instead does nothing on its
turn).

76

CYPHERS, RELICS, AND IRON FLESH

GAUNTLET OF PROTECTION GLOW BR AND

Iron flesh, uncommon (requires attunement) Relic, uncommon
This prosthesis replaces one of your hands This adhesive patch gently sticks to metal,
with a slightly oversized metallic version flesh, leather, and many other substances.
that allows you to use your hand normally. As a bonus action you can tap it in a specific
It has 4 charges and regains 1d4 expended sequence to set it to bright light, dim light,
charges daily at dawn. As a reaction (1 or off. When set to bright light, it provides
charge) you can take when attacked, the bright light within 120 feet for one hour.
gauntlet manifests a small plane of pure When set to dim light, it provides dim light
translucent force that flickers and gleams, within 60 feet, indefinitely.
taking on a shield-like shape that hovers
near you for 1 round, granting you a +2 A glowbrand has a depletion of 1 in 1d20,
bonus to AC and advantage on saving checked each time you set it to bright light.
throws against spells and other magical
effects. GLUE EMITTER Detonation of
webs, page 66
GAUNTLET OF SHIELD Cypher, uncommon
BR ANDISHING This fat synth ring is almost as long as your
knuckle, has a small aperture on one side
Iron flesh, very rare (requires attunement) and a dial on the opposite side. You can
This prosthesis replaces one of your hands activate it in one of two modes: slow or
with a slightly oversized metallic version fast. In slow mode, the aperture produces a
that allows you to use your hand normally. liquid glue that hardens after a preset time
The gauntlet has 10 charges and regains (anywhere from one round to one minute,
1d10 expended charges daily at dawn. It has depending on how you set the dial) into a
the same shield-generating function as the hard, permanent synth bond. The hardened
gauntlet of protection, plus the following glue has a DC of 13. The glue won’t stick to
additional abilities. or bond with the cypher itself. The cypher
can produce a line of glue that is 1 inch in
If you expend 3 charges as an action, the diameter and about 50 feet long, enough to
shield manifested lasts for 1 minute instead affix a 10-foot-square panel to a wall or seal
of 1 round. shut a couple of human-sized doors. Ten
minutes after you first activate the cypher,
If you expend 5 charges as an action, the remaining glue clogs it up and makes it
instead of creating a shield (or replacing unusable.
your shield if already manifested), you
create a shimmering force wall within 10 In burst mode, the cypher acts much
feet of you that lasts for up to one hour like a detonation of webs cypher, except
(or until you manifest a shield again). The the rapidly cured glue lasts only about 10
immobile plane of solid force is up to 20 minutes before degrading.
feet wide and tall, and 1/4 inch thick. The
plane of the force wall conforms to the GOLDEN AURA CLOAK
space available. If the wall cuts through
a creature’s space when it appears, the Relic, uncommon
creature is pushed to one side of the wall This surplice-like garment is embedded
(your choice which side). with bulky devices. When activated as your
action, it creates a calming golden radiance
Nothing can physically pass through the for about 10 hours. This glow provides dim
wall. light within 60 feet. Anyone within the glow
has advantage on Persuasion, pleasant
interactions, and Intelligence saving throws.
Anyone who spends Hit Dice for healing
while within the glow can reroll each Hit Die
and take the better result.

A golden aura cloak has a depletion of 1
in 1d20.

77

ARCANA OF THE ANCIENTS

Because a gravitevator GR AV IT EVATOR GRAVITY-NULLIFYING SPRAY
doesn’t require
Relic, uncommon Cypher, uncommon
attunement, after This heavy backpack-like device is made of When you activate this synth and glass
activation, anyone metal, glass, and unknown materials. As canister, it sprays elastic droplets up to
can use it to levitate your action, you can unfold it into a 3-foot- 10 feet. The spray dries within seconds,
square platform, which activates it for one creating an invisible coating. Any object
up or down. hour. If you stand on the platform, you can coated by the droplets floats 1d20 feet in the
use your bonus action to have it levitate air permanently and no longer has weight
Gravity nullifiers are you to whatever height you say, up to a if carried, though it needs to be strapped
frequently called flight maximum of 120 feet above the platform. down to prevent it from floating off with air
rings or belts, levitators, If the platform is set up next to a structure, currents. The spray can completely coat one
you can safely step from this levitated Medium object or about a 10-foot-by-10-foot
or invisible wings. elevation onto the structure. If you step flat area (such as a wall).
from a higher elevation into the space above
the platform, it automatically catches you HARDENING SPRAY
and levitates you down to the platform.
Cypher, uncommon
A gravitevator has a depletion of 1 in This bulky handheld device has a large tank
1d20, checked each time it is activated. and a rubbery hose with a wide aperture.
When activated as your action, a fine mist of
GRAVITY CHANGER scintillating dust emanating from the device
covers and adheres to walls or defensive
Cypher, rare structures of up to 30 feet wide by 30 feet
This pair of metallic plates is held together tall per round; the cypher has about 10
by a weak magnetic attraction, and weighs rounds worth of charge, which means a
much less than would be expected. When total area of up to 300 feet by 300 feet could
you activate the cypher, the direction of be so treated. For the next day, the walls and
gravity changes in the space between the structures sprayed gain a +5 bonus to their
plates (up to a sphere 60 feet across), as object AC (to a maximum of 22).
decided by you using settings on one of
the plates. The warped gravity could be HARMONY LAMP
continuous across the affected area, or it
could bend and curve, changing directions Cypher, uncommon
within the area up to five times. The The interior of this crystal orb intermittently
strength of gravity in the area is always glows even in its passive state. When
normal, but it might pull things sideways activated, for the next hour it emits a
or at an angle instead of directly down. The combination of colored light, gentle sound,
warped gravity lasts for a day. subtle odors, and healing nanobots that
permeate a 30-foot-radius sphere, which
GRAVITY NULLIFIER together make everyone there more open-
minded and relaxed. Creatures who’ve
Cypher, uncommon made up their minds about a topic may
This metal ring has an unusual buoyancy be open to revisiting the issue. Everyone
and inertia (like a gyroscope). When you gains advantage on Animal Handling and
activate it, you can levitate up or down 20 Persuasion rolls. Any characters spending
feet as part of your move. If you are not on Hit Dice to regain hit points in the area add
the ground, you can only move horizontally their proficiency bonus to the amount they
by pushing or pulling against a fixed object heal from resting.
within reach (such as a wall or ceiling),
which allows you to move as if you were
climbing. The effect lasts for one hour. A
typical gravity nullifier has a weight limit of
300 pounds.

78

CYPHERS, RELICS, AND IRON FLESH

HEADROOM HELMET HELM OF ILLUSION Accidental rifts, page 258

Relic, rare Iron flesh, rare (requires attunement)
This helmet is made of a hard, smooth, This smooth helm permanently covers
clear substance similar to crystal. When your head, giving you a mirror-like expanse
worn, your head and most of the helmet instead of a face. You can see, breathe,
except for a metallic collar protrude into an eat, hear, and speak normally; from your
artificial extradimensional space just large perspective, you still retain your normal
enough for comfort. The helmet allows you features. However, all others see only their
to see, hear, and communicate into the own faces reflected back; this situation
Material Plane almost normally, though with confers disadvantage to your Persuasion
some distortion. To observers, it seems as attempts.
if you have no head. While worn, you gain
resistance to psychic damage, immunity to The helm has 4 charges and regains 1d4
attacks that would blind you, as well as any expended charges daily at dawn. If you
other attacks that require your head to be expend 1 charge, you can create a single
targeted for the effect to be transferred. image of a creature or object within 10 feet
of you. The image must fit within a 10-foot
A headroom helmet has a depletion of 1 cube. The image can move (for example,
in 1d100, checked per day of use. When it you could make the illusion of a person
depletes, there is a chance of an accidental walk or attack), but it can’t leave the area
rift. defined by the cube. The illusion includes
sound but not smell. It lasts for 10 minutes,
HEALING SWORD but if you want to change the original
illusion significantly—such as making a
Relic, uncommon creature appear to be wounded—you must
This sword-like blade has a strange hilt made concentrate on it again as your action. If
of several exotic materials. As your bonus you move more than 20 feet away from
action, you can squeeze the hilt in a precise the area, the illusion vanishes. If directly
way, causing it to inject a healing substance interacted with, the illusion is revealed as a
into your body, restoring 1d8 + 1 hit points. mere image.

A healing sword has a depletion of 1 in
1d10, checked each time the healing ability
is used. When the healing ability depletes, it
still functions as a normal sword.

HEALTH RESONATOR

Cypher, uncommon
This bulky device requires two hands to use,
partly because of its size and partly because
the controls are inconveniently placed. When
activated, all creatures within a 60-foot cube
gain 5 temporary hit points. These last about
an hour, unless they are depleted first.

HEAT NODULE

Cypher, uncommon
This deep orange crystal nodule must be
affixed to a melee weapon to function;
applying the nodule takes an action. The
affected weapon then gains the following
additional ability for 1 day. Each time the
nodule-bearing weapon strikes a solid
creature or object, it generates a burst of
heat, dealing 1d6 fire damage.

79

ARCANA OF THE ANCIENTS

HELM OF METAL CONTROL your action. The item must be within sight
and within 60 feet of you, and its mass
Iron flesh, uncommon (requires attunement) can be no greater than your own. You can
This helm studded with strange devices affect multiple items at once as long as their
is permanently attached to your head; combined mass falls within these limits,
however, an opening in the front and sides including fusing multiple items together.
allows you to see, breathe, eat, hear, and You can use this power to instantly tear,
speak normally. rip, or burst a Large or smaller nonmagical
metal object; if the target is a Huge or larger
The helm has 4 charges and regains 1d4 metal object or, this function tears a 10-foot-
expended charges daily at dawn. cube portion of it (a magic metal item is
unaffected by this function).
You can exert force on metal objects
within 50 feet that you can see or sense Alternatively, you can expend 5 charges
for one round as your action (1 charge). to craft metal into another desired shape
You can use it to move metal objects, push (crudely, unless you are proficient with tools
against metal objects, and so on. Strength related to the object you are trying to create)
contests to resist your manipulation are DC as your action.
15. For example, in your round, you could
lift and pull a light metal object anywhere You can then move the new object
within range to yourself or move a heavy anywhere within range. For example, you
object (like a piece of furniture) about 10 could take a few metal shields, fuse them
feet. This power lacks the fine control to together, and use the resulting shape to
wield a weapon or move objects with much block a doorway. You can use this ability
speed, so in most situations, it’s not a to make an attack—causing a foe’s armor
means of attack. You can’t use this ability on to constrict, rendering a metal item into
your own body. The power lasts for one hour shards that you fling across the battlefield,
or until the iron flesh’s charges are depleted and so on—against one target within
on some other use, whichever comes first. short range. Regardless of the form of the
attack, it is DC 17 to resist and a successful
HELM OF METAL MASTERY attack deals 8d8 damage (bludgeoning or
slashing, depending).
Iron flesh, very rare (requires attunement)
This helm studded with strange devices HELM OF PHANTASM
is permanently attached to your head;
however, an opening in the front and sides Iron flesh, legendary (requires attunement)
allows you to see, breathe, eat, hear, and This smooth helm permanently covers
speak normally. your head, giving you a mirror-like expanse
instead of a face. You can see, breathe,
The helm has 20 charges and regains eat, hear, and speak normally; from your
1d20 expended charges daily at dawn. It perspective, you still retain your normal
has the same metal-moving function as the features. However, all others see only their
helm of metal control (except the DC for own faces reflected back; this situation
Strength contests is DC 17), plus a couple confers disadvantage to your Persuasion
more abilities. attempts.

If 2 charges are expended as a reaction The helm has 20 charges and regains
you can take when attacked, you gain 1d20 expended charges daily at dawn. It
advantage against one incoming attack has the same illusion image function as
that uses metal. If you spend 4 charges as the helm of illusion, plus a couple more
a reaction you can take when attacked, all abilities.
incoming, ranged, metallic projectile attacks
(such as arrows, bullets, a thrown metal If 2 charges are expended, you can create
knife, and so on) are pulled to ground, an illusory guise to appear as someone or
giving you immunity to such attacks until something else, roughly of your size and
your next turn begins. shape, for up to one hour. Once created,
the disguise requires no concentration. For
Finally, if you expend 5 charges, you
reshape a metallic item as you desire as

80

CYPHERS, RELICS, AND IRON FLESH

each additional charge you spend, you can HIDING ALARM NODULE Out-of-phase objects
disguise one other willing creature within can’t be affected by
10 feet. All disguised creatures must stay Cypher, very rare normal matter but can
within sight of you or lose their disguise. This starfish-like device is made of crystal be attacked with energies
A creature that becomes suspicious of and synth. When placed on a numenera tuned to attacking
the disguise can use its action to inspect structure (no larger than a 60-foot cube) out-of-phase targets.
your disguise and make an Intelligence and activated, the cypher protects the
(Investigation) check against DC 17. If it structure from attacks. For the next day,
succeeds, it becomes aware of the disguise. if the structure is hit hard enough to take
damage, it goes out of phase for one hour.
If you expend 4 charges, the helm creates Everything inside the structure goes out
images that would appear terrifying to of phase as well, although leaving the
creatures that you choose within a 120-foot- structure ends the departing occupant’s
radius sphere centered on you. Those phased state.
images appear within that area and menace
the appropriate creatures. Each creature HOVER BELT
you want to affect must succeed on a DC 17
Wisdom save, or flee in terror for 1 minute, Relic, uncommon
pursued by its nightmares. Success means This odd-fitting metallic mesh belt has
the creature ignores the images, which do a metal box attachment with several dial
not hamper it in any way. controls. When activated as your action, the
belt functions for 10 minutes. While the belt
Finally, you can make the illusion you is active, as your move you can manipulate
create that fits within a 10-foot cube the dials to make yourself float 20 feet up or
(as described in the helm of illusion) down, or up to 5 feet sideways.
permanent if you expend 8 charges. Even
if someone sees through the illusion or A hover belt has a depletion of 1 in 1d20,
disperses it, the illusion returns again later, checked each time you activate it.
seeming as real as ever.
HOVER SQUARE

Relic, uncommon
This thick piece of stiff material is
approximately 1 foot square and unfolds
into a square that is 8 feet by 8 feet, with
subtle control buttons built flush into its
top surface. When activated as your action,
the unfolded square hovers slightly off the
ground for one hour. The hovering platform
can hold up to 5,000 pounds, and a person
riding it can use their move to press the
control buttons to move the platform up to
60 feet horizontally. The platform cannot
otherwise fly—it moves like a ground
vehicle.

A hover square has a depletion of 1 in
1d20, checked each time you activate it.

81

ARCANA OF THE ANCIENTS

HUNT ER /SEEKER and what image appears is not under your
control:
Cypher, rare
This tube-like apparatus is worn over 01–20 Terrifying Large creature of an
one shoulder like a satchel. As your unknown species, perhaps one
attack action, you can use it to launch an no longer alive in the world
intelligent missile at a target you specify.
You must be able to see the target and it 21–40 Gargantuan machine that
must be within 120 feet. The missile tracks obscures sight
the target, and if it misses, it continues
to attack three more times until it hits or 41–50 Beautiful pastoral scene filling a
has used all four of its attempts. Different 50-foot cube
hunter/seekers have different effects:
51–60 Food that looks delicious but
01–50 Target takes 4d6 + 4 piercing may not be familiar to you, filling
damage. a 10-foot cube

51–80 Target takes 2d6 + 2 piercing 61–80 Solid color that obscures sight in
damage and must make a DC 15 a 50-foot cube
Constitution saving throw or take
2d6 + 2 poison damage, or half 81–00 Incomprehensible scene in a 20-
damage on a successful save. foot cube that is disorienting and
strange
81–90 Explodes in a burst of flame.
Targets within 10 feet must make IMAGER
a DC 15 Dexterity save (the target
has disadvantage on this save). Relic, uncommon
Targets take 2d6 + 2 fire damage This rectangular handheld device has a
on a failed save, or half damage clear panel of glass-like material. As a bonus
on a successful one. action, you can use the imager to record
the image (more accurate and realistic than
91–95 Target takes 2d6 + 2 lightning a painting by a skilled artist) of anything
damage and must make a DC 15 viewed through the clear panel. The imager
Constitution saving throw or be can store thousands of images, and you can
incapacitated for 3 rounds on a use your action to make it display any image
failed save, or no additional effect it has stored.
on a successful one.
An imager has a depletion of 1 in 1d100.
96–00 Target must make a DC 15 When it depletes, all images stored on it are
Dexterity saving throw (the lost.
target has disadvantage on this
save). The target is covered in an IMMOBILIZER
instantly-hardening sticky goo on
a failed save (as detonation of Cypher, uncommon
web cypher), or not affected on a This wand-like device has a group of open
successful one. hexagonal tubes at one end. As your attack
action, you can use the device to create a
IMAGE PROJECTOR mass of rapidly expanding and hardening
foam at one target (range 20/60). The
Cypher, uncommon target must make a DC 13 Dexterity saving
This heavy headband has a small device throw with disadvantage. On a failed saving
attached to its front end. As your action, throw, the target is restrained by rock-hard
you can activate it so it creates an immobile foam. A creature restrained by the foam can
image for one hour. The image appears up use an action once per minute to make a
to 60 feet away. Scenes include movement, Strength check with disadvantage against
sound, and smell, but not tactile effects. the cypher’s save DC 13. If it succeeds, it
In effect, this is a nonmagical illusion with breaks free and is no longer restrained. After
DC 13. The image is built into the device an hour, the foam crumbles into powder.

82

CYPHERS, RELICS, AND IRON FLESH

INFERNO WALL PROJECTOR INSTANT BRIDGE An instant bridge could,
in theory, be used to grab
Cypher, rare Relic, uncommon a metallic target and pull
When activated, this synth and metal This handheld device looks like a rod it toward you. The object
device creates a wall of extreme heat, with a few controls on one end. You can would need to weigh less
30 feet long and 1 foot thick, which lasts for use your action to make it shoot a cable than you. Your attack
10 minutes. When the wall first appears, up to 120 feet away. The end of the cable roll to hit the target has
each creature within its area must make a has a powerful magnet that automatically disadvantage because
DC 17 Dexterity saving throw. That creature sticks to any metal surface it strikes. the device is not meant
takes 4d6 + 4 fire damage on a failed save, When you anchor the other end (by tying for such precision work.
or half as much damage on a successful it in place or connecting the embedded
one. A creature moving through the wall magnet to another metal surface), the Infiltrator device: As type
for the first time on a turn must make a cable automatically goes taut and extends one basic automaton,
Constitution saving throw against the wall horizontal planks to create a narrow with fly 60 feet (hover)
instead of a Dexterity save. bridge about 3 feet wide. The bridge can and no attacks.
support 1,000 pounds. You can use your
INFILT R ATOR action to disengage the magnets, withdraw Basic automaton,
the planks, and retract the cable into its page 246
Cypher, uncommon portable rod form.
This saucer-sized device has a An attempt can be
loosely-attached thumbnail-sized piece. An instant bridge has a depletion of 1 in made to track down
When activated, the device adheres to your 1d20, checked each time you launch the and intercept an active
temple and launches the smaller piece in cable. infrastructure drill, but
the direction you indicate. The small piece doing so is a DC 15
can fly, can see in all directions out to 150 INSTANT ITEM Wisdom (Survival) check.
feet, and identify basic layout, creatures, Because of its speed and
and major energy sources within its sight Cypher, uncommon erratic motion, waiting
range. Its movement is blocked by any This angular amulet has a two-stage 1 minute or more after
physical or energy barrier. Both parts of this activation. The first time you activate it, finding it means it has
cypher stop working when the smaller piece it synchronizes with an object you are moved to another area.
has moved a total of 1,500 feet. touching. The object must be something
you can hold in one hand (up to about the
INFRASTRUCTURE DRILL size of a shield). The synchronized object
then vanishes into a pocket of subspace,
Cypher, uncommon stored away safely. If you activate the amulet
This device is a large sphere with a spiral a second time, or if the amulet is destroyed,
of dense crystals extending from one end. the stored object immediately appears in
When placed on or near a structure and your hand.
activated, it drills into under the structure
for the next hour, creating a series of tiny
tunnels that weaken the structure and other
structures within 100 feet. The affected
structures gain vulnerability to all damage.

83

ARCANA OF THE ANCIENTS

Basic automaton, INSTANT SERVANT INSTANT WORKSHOP
page 246
Cypher, uncommon Cypher, rare
This plate-sized device is made of synth and This small device expands into a sturdy
metal. When you activate it, it expands into workbench that fixes itself in place. The
a humanoid type one basic automaton that workbench provides an adjustable-height
is roughly 2 feet tall. It can understand your work surface with a light and a variety of
verbal commands (commanding it is not attached tools suitable for working with
an action). It can attack or perform actions numenera and crafting mundane objects
as you order to the best of its abilities, (effectively these are carpenter’s tools,
but it cannot speak. It never voluntarily cobbler’s tools, leatherworker’s tools,
goes more than 120 feet away from you. mason’s tools, smith’s tools, tinker’s tools,
At the GM’s discretion, the servant might and woodcarver’s tools). The workbench
have specialized knowledge, such as how and all its components are made of steel,
to operate a particular device. Otherwise, and the workbench is permanent and
it has no special knowledge. In any case, immobile once created.
the servant is not artificially intelligent or
capable of initiating action. It does only as INTELLECT BOOST
commanded. The servant operates for 3
hours. Cypher, uncommon
When you place this adhesive patch on your
INSTANT SHELTER skin as an action, you gain advantage on
Intelligence ability checks for 1 hour.
Cypher, uncommon
This handheld device has multiple apertures INTELLECT ENHANCEMENT
and coiled tubes. When you activate it in the PATCH
presence of air and at least one gallon of
water (it can draw water vapor from the air Cypher, common
on a humid day outside), it rapidly builds a This adhesive patch is saturated with a
simple one-room structure with a door and slimy goo and threaded with fine silver
a transparent window. The structure is 10 wires. When you activate it by placing it on
feet by 10 feet by 20 feet and is made from your head and slapping it, it increases the
stone. It is permanent and immobile once efficiency of your brain. You gain advantage
created. on all Intelligence ability checks and saving
throws for 1 hour.

Detonation of matter INSTANT WALL IRON TAMER
disruption, page 64
Cypher, uncommon Cypher, very rare
This handheld device has multiple apertures This bulky device has many dials, screens,
and coiled tubes. When you activate it in the and sensors, and must be set on the
presence of air and at least one gallon of ground to be used. When you activate it, it
water (it can draw water vapor from the air creates an immobile 60-foot-radius sphere
on a humid day outside), it rapidly builds a that suppresses the activity of dangerous
simple wall up to 10 feet tall, 30 feet long, nanobots, such as a detonation of matter
and 2 feet thick. The wall is made from disruption. Within the sphere, these
stone. It is permanent and immobile once nanobots are immediately negated and
created. destroyed, producing no harmful effect. The
suppressing sphere lasts for 10 hours—
which, hopefully, is long enough to ride out
an entire storm of iron wind.

84

CYPHERS, RELICS, AND IRON FLESH

KAON PRESERVER to slow or deflect the projectile. You have a Sometimes the cyphers
+1 bonus to AC and advantage on Dexterity in the form of adhesive
Cypher, uncommon saves against such attacks. patches refuse to come off
This crystal handheld device is filled with immediately, becoming
tiny glowing blue vortices of concentrated A kinetic shield has a depletion of 1 in 1d10. a colorful tattoo that
force. If activated as your action, a target the character wears for
within 5 feet of you must succeed on a DC KNOWLEDGE ENHANCEMENT a few weeks or months
13 Constitution saving throw or become until it finally flakes off.
locked in temporal stasis for an amount of Cypher, common
time you specify when you activate it, with When you place this silvery adhesive patch Transdimensional attacks,
no apparent maximum value. Another kaon on your skin as an action, you can apply such as those made by
preserver can prematurely break this stasis. double your proficiency bonus to any check a transdimensional ray
(Temporal stasis is a state in which the related to finding, salvaging, identifying, projector, breach multiple
flow of time stops for the subject, but not understanding, or using devices of the dimensions, including
for everyone else around subject.) Attacks numenera for 1 hour. the dimension of time.
against a subject in stasis are ineffective
unless they are transdimensional in nature. LACEWING SHIRT Transdimensional ray
projector, page 120
KINETIC SHIELD Relic, very rare
This shirt-like garment is covered in
Relic, rare overlapping scales made of an unknown
This object is composed of a band that can flexible cloth-like substance. When activated
be worn around the wrist with a metallic- as your action, the scales expand into
crystal device attached. When this device hundreds of lacy bright green wings,
is activated as a reaction when a physical granting you a fly speed of 120 feet for the
projectile such as an arrow, thrown knife, next 5 minutes. You steer by adjusting the
or bullet-like missile comes within 4 inches angle of your arms, and cannot use your
of the wearer’s body, a powerful energy arms for anything else while flying or you
field activates automatically and attempts will fall.

A lacewing shirt has a depletion of 1 in 1d20.

85

ARCANA OF THE ANCIENTS

Detonation of LAUNCHER LIGHT SPIKE
flesh-rotting, page 63
Relic, uncommon Relic, rare
Numenera Device Shapes This metal tube, wrapped in winding When this fingerless glove of semirigid
and Materials, page 254 smaller tubes of strange material, projects smooth substance is activated as a bonus
With a little fiddling, a anything placed in it no larger than the size action, a spike of solid, red-hot energy is
liquid sword wielder can of a fist with great force. When activated emitted from the back of your hand, fixed
as your action, it launches the object up to and hovering, which lasts for 10 minutes. If
cause the rigid sword that 1,000 feet away. If used as an attack with you are proficient with unarmed attacks, you
forms to take the shape an inert object like a rock, one target you are proficient with the activated light spike.
of any desired sword. can see within 500 feet must succeed on You gain a +2 bonus to attack and damage
a DC 15 Dexterity saving throw or take 5d8 rolls made with this weapon, which deals
bludgeoning damage. If something more fire damage instead of slashing damage.
potent were projected, such as a detonation When you hit with it, that target takes an
of flesh-rotting, the target would be subject extra 1d8 fire damage.
to the same attack and damage, plus save
against the effect of the detonation. A light spike has a depletion of 1 in 1d10.

A launcher has a depletion of 1 in 1d20. LIQUID ARMOR

LEADERSHIP BUD Relic, rare
This silk-like belt with two metallic cylinders
Cypher, uncommon attached to it is heavier than it looks.
This small sphere of flesh is infused When activated as a bonus action, a liquid
with metallic threads. It must be affixed sprays out of the cylinders on the belt. A
to a living creature in order to function; humming field shapes this strange fluid,
applying the bud takes an action. Once causing it to form a protective shell around
applied, it temporarily grafts to you, you, not unlike plate armor, which lasts for
unleashing microfilaments that enter your four hours (or until deactivated). The fluid
brain. For the next day, the bud whispers becomes immediately—but selectively—
helpful advice that grants advantage to all rigid when struck, providing a +1 bonus to
Intelligence, Wisdom, and Charisma ability AC.
checks. The bud dries up and falls off after it
has provided its benefit, leaving only a tiny Liquid armor has a depletion of 1 in 1d20.
blemish.
LIQUID SWORD
A leadership bud has an automatic
depletion; it can be used only once. Relic, rare
This silk-like wristband with a metallic
LIGHTNING WALL PROJECTOR cylinder attached to it is heavier than it
appears. When activated as a bonus action,
Cypher, uncommon a liquid sprays out of the cylinders on the
When you trigger this fist-sized complex belt. A humming field shapes this strange
machine by fixing it to the ground as your fluid, causing it to form a sword-like shape.
action, you create a wall of lighting up to The fluid becomes immediately rigid and
30 feet by 30 feet by 1 foot within 30 feet incredibly sharp, and can be wielded as a
of the device. When the wall appears, each weapon (any sword) for up to four hours, or
creature within its area must make a DC 13 until deactivated. When you attack with the
Dexterity saving throw or take 5d8 lightning liquid sword and hit, maximize your weapon
damage, or half that if successful. Creatures damage dice against the target.
that attempt to pass through the wall face
the same effect; in addition, those that fail A liquid sword has a depletion of 1 in
their saving throw are thrown back and 1d20.
cannot pass that round.

86

CYPHERS, RELICS, AND IRON FLESH

LIQUID TRANSFER ORB LORE SIPHON Some machine steeds
don’t look like any
Relic, rare Cypher, rare recognizable creature
This head-sized amber orb is inscribed When you activate this metal and synth that exists in the world
with countless tiny metallic lines. Using the amulet, it connects you with an unknown today, and may have
relic requires a few rounds. First, the orb is intelligence (perhaps a creature, perhaps more or fewer limbs,
broken into two halves. One half must be a machine, or something even stranger). but they function
submerged in a liquid medium of any kind. The connection remains open for about 1 essentially the same as
Then, at any later date, the other half can minute, during which time you can ask one the horse-like version.
be activated as your action. For the next question. The GM answers each question
day (or until deactivated), liquid from the with one word, such as “yes,” “no,”
submerged half of the relic pours out of the “maybe,” “never,” “irrelevant,” or “unclear”
other half, teleported across any distance (if the entity doesn’t know the answer to the
(including planar separations). Up to question). If a one-word answer would be
150,000 gallons can be transferred during a misleading, the GM might instead offer a
one-day activation period. short phrase as an answer.

A liquid transfer orb has a depletion of 1 MACHINE CONTROL IMPLANT
in 1d100.
Cypher, uncommon
LIVING ARMOR SHEATH This metal disc adheres to your forehead.
When activated as an action, the cypher
Relic, rare splits into two pieces. One remains adhered
When not affixed to a creature, a living to your forehead; the other can be affixed
armor sheath looks like a mass of heavy to a numenera device that you can reach.
fabric. When being used, it looks like heavy, You can then use your mind to control the
leathery flesh. Wriggling into the living device up to 120 feet away that you can
armor sheath takes a couple rounds. It sense or see for up to one hour, bidding it
is worn directly on your skin (and under to do anything it could do normally. Thus,
clothes and other armor; however, the skin a device could be activated or deactivated,
bulks you up, requiring some wardrobe or a machine capable of movement (like
changes if your clothing was already tight). a vehicle) could be guided. If the control
The living material adheres and conforms half is affixed to a machine that is also a
to your body shape. Once in place, you have creature, it can attempt a DC 13 Wisdom
advantage on saves to resist poison and saving throw each round to ignore your
disease and gain a +1 bonus to AC. command.

A living armor sheath has a depletion of 1 MACHINE STEED
in 1d20, checked each day of use.
Relic, rare
LIVING CONCEPTUALIZATION This device looks like a large metal barrel
SHEATH weighing 100 pounds, made of multiple
sections held together by a hard, flexible
Relic, uncommon material. When activated as your action, it
This looks like a mass of heavy fabric. When unfolds legs, struts, and other odd devices
worn, it adheres and conforms to your until it vaguely resembles a quadruped
body shape so it looks like heavy, leathery creature such as a horse with a built-in
flesh. You gain advantage on Intelligence, saddle. It serves you as a fearless steed. It
Wisdom, and Charisma saving throws. has the game stats of a riding horse, except
Because the sheath is so bulky, you cannot it has AC 15 and the construct type. You gain
wear armor over it. You can remove it advantage on all riding rolls for controlling
as your action (which does not harm or the mount. You can use your action to
deplete it). return it to its barrel form.

A living conceptualization sheath has a A machine steed has a depletion of 1 in
depletion of 1 in 1d100, checked each day of 1d100, checked each day of use.
use.

87

ARCANA OF THE ANCIENTS

MACHINE STIMULATOR (each movement or manipulation is an
action). For example, you could wield a
Relic, very rare weapon or drag a helm affixed to a foe’s
This 15-foot-tall collapsible metal tripod head to and fro (giving them disadvantage
has a large, directional crystal dish-like on their actions).
projection at the top. It takes two actions to
assemble and set up this device, and then MAGNETIC SHIELD
it requires your action to activate. When
activated, this device produces an invisible Cypher, uncommon
signal that fills a 2-mile sphere centered This small, pyramid-shaped device can be
on the tripod, so long as the tripod has activated as an action. For one hour, metal
direct line of sight. Within the affected area, objects cannot come within a 10-foot-radius
numenera devices—including automatons sphere of the activated device. Metal items
and some creatures that are part machine already in the area when the device is
(including PCs with iron flesh)—gain activated are slowly pushed out at a rate of
advantage (when applicable) on all checks, 5 feet per round. Strength contests to resist
attacks, and defenses for one hour. In this push are versus DC 13, which increases
addition, any time a cypher would burn by +1 per round the force is successfully
out after being used, treat it instead like a resisted, up to a maximum of DC 25.
relic with a depletion of 1 in 1d4 while the
stimulation signal lasts. MASK OF MACHINE COMMAND

A machine stimulator has a depletion of Iron flesh, legendary (requires attunement)
1 in 1d6. This implanted mask permanently attaches
just like a mask of machine speaking, and
The obscure term MAGNETIC ATTACK DRILL conveys the function of a mask of machine
“magnetic” is associated speaking. In addition, it has 5 charges. It
with many arcana of the Cypher, rare regains 1d4 + 1 expended charges daily at
This fist-sized sphere has a thick screw dawn.
Ancients. Apparently, protrusion. When thrown at a target within
it is the term Ancients 60 feet as your action, the target must You can expend 2 charges as an action
used to describe that succeed on a DC 15 Dexterity saving throw to attempt to take command of a machine
or the cypher begins drilling into the target, within 60 feet that you can see or sense. It
strange force that dealing 6d6 piercing damage. The drill must succeed on a DC 17 Wisdom saving
infuses lodestones. remains stuck in the target and continues throw or obey your will for one hour.
to drill down until it is dislodged. At the (Advantage applies to its saving throw if
start of each of its turns until the drill you or your allies are already embroiled in a
stops, the target must succeed on a DC conflict with it.) If you expend all 5 charges
15 Constitution saving throw or take 1d6 instead of 2 charges, you can either increase
piercing damage. On a successful save, the the DC to 19 or increase the duration to 8
drill is dislodged, at which point the cypher hours.
becomes inert. If the target is wearing
metal, is made of metal, or is sporting one While charmed, you enjoy a machine
or more pieces of iron flesh, their saves channel of communication with the target
against the drill have disadvantage. that extends across all locations. This
channel allows you to sense using the
MAGNETIC MASTER machine’s senses if you use an action to
do so. You can issue commands (no action
Cypher, rare required) that the machine attempts to
This small, pyramid-shaped metallic device obey. Each time the commanded machine
can be used as an action to establish a takes damage, it makes a new Wisdom
connection with one metal object within saving throw against the effect. If the saving
60 feet that a human could hold in one throw succeeds, the effect ends.
hand for one hour. After this connection is
established, you can move or manipulate
the linked object anywhere within 60 feet

88

CYPHERS, RELICS, AND IRON FLESH

MASK OF MACHINE SPEAKING MEMORY EXTRACTOR Naming a memory the
target doesn’t have while
Iron flesh, uncommon (requires attunement) Relic, rare using a memory extractor
This implanted mask covers your face, These thick lenses protrude from a slender relic has no effect.
neck, arms, and hands with a permanent device worn on the upper face and eyes.
silvery-gold tracery that pulses with threads When activated as your action, you can Cyphers, page 40
of light. The iron flesh conveys information selectively delete one specific memory Relics, page 45
to you regarding machines, including from a target within 10 feet that you vocally Iron flesh, page 49
cyphers, relics, and other instances of iron specify if the target fails a DC 15 Wisdom
flesh, giving you advantage on tasks for saving throw. (The target must be able to
finding and salvaging them, but also when hear and understand you.) Memories most
attacking or interacting with machines. easily deleted are those of specific incidents
whose duration was no more than about
MATTER EVAPORATOR a minute. Memories that are interwoven
into a target’s daily existence (like their
Cypher, rare name, how to speak, the names of ordinary
This bulky backpack-like metal device has things, and so on) can’t be deleted, though
a connected tube with a metal mouth at attempting to do so stuns the target on a
one end. When activated as your action, failed save, preventing them from taking
the mouth sprays a thick, bubbling fluid their next turn.
that dissolves and erases a Large or smaller
object within 5 feet that has an object AC A memory extractor has a depletion of 1
of 21 or less. Bigger targets lose a 10-foot- in 1d20.
cube portion to the substance. A creature
targeted by this cypher must succeed on a MEPHITIC STAFF
DC 17 Dexterity saving throw or take 10d6 +
40 acid damage. Relic, uncommon
This relic is a short metal and glass tube
MELDING PROJECTOR fitted onto a well-made wooden quarterstaff.
When activated as a bonus action, usually
Relic, very rare made as part of a successful attack, the tip
This handheld device always hums, of the staff releases a concentrated blast
though it’s only audible within 5 feet. of noxious fumes. In addition to taking
When activated as your action, the device 1d6 bludgeoning damage from this simple
emits a subtle bonding influence—either melee weapon, an affected creature must
immediately or up to 1 minute later (your succeed on a DC 13 Constitution saving
choice)—in a 120-foot sphere centered on throw or lose its next turn to coughing and
the device that causes all surfaces in contact choking.
with other surfaces to bond together for
about an hour. The bond can be broken A mephitic staff has a depletion of 1 in
with a successful DC 13 Strength (Athletics) 1d20.
check. Note that surfaces include creatures
holding weapons, creatures attempting to MEMORY GOGGLES
fire a ranged weapon (the ammunition is
bonded into the weapon), creatures who Cypher, uncommon
blinked their eyes shut when the relic was When these goggles are activated as an
used, and creatures standing on a surface. action, you mentally record everything you
Breaking a bond doesn’t inflict damage see for 2 minutes and store the recording
(usually), and once a bond is broken, it permanently in your mind. (You must be
does not reform. wearing the goggles to gain this benefit).
This cypher is useful for watching someone
A melding projector has a depletion of 1 pick a specific lock, enter a complex code,
in 1d6. or do something else that happens quickly.

89

ARCANA OF THE ANCIENTS

Some mental scramblers MENTAL SCRAMBLER METABOLISM BUD
only have one effect for
the entire duration of Cypher, rare Relic, rare (requires attunement)
their effect, rather than This complex metal and glass device can be This organic pod, almost like a small
switching every round. held in one hand by one of several metallic hemispherical bit of fruit, must be affixed
loops. Two rounds after being activated as to a living creature in order to function;
Some metabolism an action, the device creates an invisible applying the bud takes an action. Once
buds at higher rarities field, filling a 60-foot sphere centered on applied, it permanently grafts to you (unless
increase the metabolism the device that lasts for one minute. The you later unattune), taking on the hue
field scrambles the mental processes of and texture of your flesh. Thereafter, your
by 2 or more points all thinking creatures. The effect lasts as maximum Dexterity score is increased by 1
to a maximum of long as they remain in the field and for 1d6 point (to a maximum of 21).
25 or even higher. rounds after, although a DC 15 Wisdom
saving roll is allowed each round to act METAL DEATH
normally (both in the field and after leaving
it). Roll for the effect the scrambler has each Cypher, uncommon
round: This canister with a hose produces a stream
of foam when you use your action to trigger
d100 Effect it. The foam fills a 5-foot cube within 5
feet of you, transforming any metal that it
01–30 Victims cannot act. touches that isn’t being worn or carried into
a substance as brittle as thin glass. The foam
31–40 Victims cannot speak. affects metal to a depth of about 6 inches.
Worn or carried items may be affected, if
41–50 Victims move slowly (no more the creature in the area doesn’t vacate by
than 10 feet) and clumsily succeeding on a DC 13 Dexterity saving throw.
(actions have disadvantage).
MIDNIGHT FIELD
51–60 Victims cannot see or hear.
Cypher, uncommon
61–70 Victims lose all sense of This metal amulet can be activated in one of
direction, depth, and proportion. two modes: personal or cloud. In personal
mode, it surrounds you in a skintight
71–80 Victims do not recognize anyone field of absolute blackness, darker than
they know. black paint or a cloudy night under a new
moon, lasting 40 minutes. In dim light and
81–88 Victims suffer partial amnesia. darkness, you gain advantage on Stealth
checks. Because you appear completely
89–94 Victims suffer total amnesia. black (without any highlights), viewing you
is slightly disorienting, so attacks against
95–98 Victims lose all inhibitions, you have disadvantage. An attacker is
revealing secrets and performing immune to this effect if it doesn’t rely on
surprising actions. sight, as with blindsight, or can see through
illusions, as with truesight. The field allows
99–00 Victims’ ethics are inverted. a small amount of light to reach your eyes
(otherwise, you’d be blind), and at best you
can see as if in dim light.

In cloud mode, the cypher bursts in a 10
foot sphere, creating a cloud of darkness
that lasts four minutes. Bright light in the
area becomes dim light, and dim light
becomes darkness. The darkness spreads
around corners. This is not a magical
darkness; it counts as a level 2 effect for the
purpose of interacting with light spells.

90

CYPHERS, RELICS, AND IRON FLESH

MIDNIGHT SUIT is thinking (or if unconscious, dreaming) Once installed, a
for up to one hour, or until the wires are mindspeaking implant
Relic, rare removed. gives its user the
This metallic container holds an inky appearance of having an
black fluid that doesn’t reflect light. A mind imager has a depletion of 1 in additional eye, though
When activated as your action, the liquid 1d20. one that is obviously
surrounds you in a skintight field of much different in shape
absolute blackness, darker than black paint MINDSPEAKING IMPLANT and hue than the eyes
or a cloudy night under a new moon. In dim they were born with.
light, you gain advantage on Stealth. In very Relic, rare (requires attunement)
dim light or darkness, you gain advantage This device resembles a 1-inch worm or An object replicator
on Stealth and add double your proficiency leech made of a slick flexible material, with a cypher can replicate
bonus to Stealth rolls. Because you appear large single eye where its mouth should be. three objects at once, but
completely black (without any highlights), When you attune to it, it burrows into your cannot duplicate cyphers.
viewing you is slightly disorienting, and forehead tail-first (leaving its eye visible)
attacks against you have disadvantage. The and plugs itself into your brain. As your Object replicator, page 94
field allows a small amount of light to reach bonus action, you can initiate telepathic
your eyes (otherwise you’d be blind), and at contact with any creature you can see A creature can attempt
best you can see as if in dim light. within 30 feet, allowing you two to silently to resist any given
communicate. This communication is two- attempt to disclose
As your action, you can make the suit way, but the other creature must be willing secrets when a mind
create an immobile 10-foot spherical cloud and able to respond to you. You don’t need imager is affixed to them
of darkness that lasts for one minute. The a common language for it to understand by thinking of something
cloud of darkness is enough to obscure you, but it must know at least one language. neutral, but must succeed
bright lights brought into it, but very bright Once you initiate contact with a creature, on a DC 17 Intelligence
light sources (such as a miniaturized star the connection remains available for about check each minute to
or a portal to a dimension of light) are only 10 minutes and up to 120 feet away. do so successfully.
slightly diminished.
A mindspeaking implant has a depletion
A midnight suit has a depletion of 1 in of 1 in 1d10, checked each month.
1d20, checked each minute of use and each
time you use it to make a cloud of darkness. MOLECULAR BONDER

MIMETIC REPLICATOR Relic, uncommon
This handheld device with a number of
Cypher, common buttons and switches has a pointed end.
This crystal cannister with a metallic base When activated as your action, the device
contains about a quart of translucent goo. fuses two objects or willing/helpless
If an object no larger than a curled fist is creatures together at a point of contact
dropped into the goo as your action, three about as wide as your palm. Treat bonded
rounds later, that object is duplicated exactly objects as a single object; breaking the bond
by the goo, which reforms into the duplicate requires dealing damage, usually equal to
object. The original object is unharmed. half the combined objects’ hit points. If
Simple objects and substances can be flesh is bonded in this way (whether to an
replicated, including functional cyphers, but object or to other flesh), breaking the bond
not relics, magic items, or other instances requires use of a cutting implement, dealing
of mimetic replicators. 5d6 slashing damage to the creature(s) to
remove the bonded object (or break the
MIND IMAGER bond with another creature, which takes the
same amount of damage).
Relic, uncommon
This handheld device contains a window A molecular bonder has a depletion of 1
that displays images on one side and in 1d6.
trailing wires. If the wires are affixed to
the head of a willing (or helpless) creature
within 5 feet as your action, the window
shows visual images of what the creature

91

ARCANA OF THE ANCIENTS

Margr, page 197 MONOBLADE MORALE TRAUMA

Optional Rule: Cypher, rare Cypher, rare
Intelligence (Ancients When this stud-like injection into your This 1-foot-long cylindrical device has a
fingertip is activated as an action, a red sphere attached at one end. When
Arcana), page 259 6-inch blade of force extends from it for the cypher is activated as your action, it
10 minutes. The blade cuts through any broadcasts a deleterious psychic influence
nonmagical material not being worn or to creatures within immediate range that
carried, ignoring object AC. If used as propagates outward to other creatures in
a weapon, treat as a dagger that deals a 30-foot increment each round, affecting
slashing damage. If you roll a 20 on the each in turn in a spreading ripple that can
attack roll, that target takes an extra 11 affect every creature in a 500-foot sphere
slashing damage. Then roll another d20. centered on the device, assuming there
If you roll a 20, you lop off one of the are enough creatures within 30 feet of
target’s limbs, with the effect of such loss each other to propagate the effect. On a
determined by the DM. If the creature has failed DC 15 Wisdom saving throw, targets
no limb to sever, you lop off a portion of its become frightened for one minute.
body instead.
MOTION SENSOR
MONSTER REPULSOR
Cypher, rare
Relic, rare This odd amulet operates for 8 hours once
This 6-foot-tall collapsible metal tripod has activated as an action. It indicates (via a
a clarion-like cone extension on top. It takes buzz or series of lighted symbols you are
two rounds to assemble and set up this able to interpret) when any movement
device. Once set up, it requires an action to occurs within a 60-foot sphere centered
activate. When activated, this device sends on the device, or when Large, Huge, or
out an audible signal for about an hour in a Gargantuan creatures or objects move
500-foot sphere centered on the device that within a 500-foot sphere centered on
most creatures hear as an annoying, the device (the cypher distinguishes
low-pitched whine. between the two types of movement). It
also indicates the number and size of the
The monster repulsor is currently set to creatures or objects in motion.
cause creatures known as margr to sense
the whine as an overwhelming scream that MOTION STABILIZER
makes them frightened and want to flee
on a failed DC 13 Wisdom save that they Relic, rare
must make every two rounds. Once out This full-body suit is made of a flexible
of the area, an affected creature remains material that is as thin as cloth but as
frightened for 1 additional minute. tough as leather. When you wear it, you gain
advantage on rolls to resist sudden and
If you want to open up the relic and unwanted motion, such as falling, being
attempt to tweak it to increase its knocked prone, or being pulled or pushed.
effectiveness against all living creatures, The suit recognizes when you are initiating
you must succeed on a DC 17 Intelligence these movements (including tumbling,
(Arcana) check after spending about a running, swinging from ropes, and so on)
minute fiddling. To tune the relic to affect and does not hamper your actions.
a particular type of creature (such as orcs),
you must succeed on a DC 19 Intelligence
(Arcana) check. On a failure, the relic
depletes and you take 2d6 lightning damage
from an energy surge.

Otherwise, a monster repulsor has a
depletion of 1 in 1d10.

92

CYPHERS, RELICS, AND IRON FLESH

The multidimensional blade’s ability to ignore resistances and immunities means
it deals normal damage to creatures that resist nonmagical attacks.

MULTI-OPENER each 30 feet they move closer to the globe Even if someone resists
to avoid triggering it. Attacked creatures being killed or directly
Relic, rare must succeed on a DC 17 Dexterity save or harmed by the iron
This slender metallic box appears seamless take 10d10 piercing damage. The device wind, its touch might
save for a single button. When attached to can attack up to ten times per round, but still visibly alter them
a lock or onto the surface of a machine and it never attacks the same target more than in some weird fashion.
activated as your action, the box opens to once per round.
reveal several smaller telescoping elements. Detonation of matter
These tiny manipulators set to work, and A murder globe has an automatic disruption, page 64
can overcome any lock of up to DC 20. depletion. (It remains on watch for one day
Puzzle boxes or machines fall open like or until it has made one hundred attacks, With a little fiddling, a
peeled fruits if the DC required to open or whichever comes first.) multidimensional blade
disassemble them is within the same range. wielder can alter the
NANITE RESISTANCE shape of the sword-
A multi-opener has a depletion of 1 in like blade to replicate
1d10. Cypher, rare any desired sword.
This container of smoky liquid contains
MULTIDIMENSIONAL BLADE nanobots programmed to counteract
injuries caused by other nanobots. When
Relic, legendary (requires attunement) you drink the liquid, for the next day you
This sword-like blade (any sword) has a have advantage on and add your proficiency
few buttons and switches on the hilt. It bonus to all saving throws against effects
seems ordinary in use, until activated as that rely on harmful nanobots (such as a
your action, at which point the blade begins detonation of matter disruption), including
to shimmer for one minute. In addition to follow-up rolls made to deal with an earlier
shimmering, the activated blade exists on nanobot attack.
many levels of reality at once. This confers
two benefits. First, you gain a +3 bonus to NANO-NEEDLER
attack and damage rolls made with this
sword. Second, the multidimensionality of Relic, rare
the blade allows you to ignore the target’s This small handheld device features a tiny
damage resistances and immunities, tube at one end and a small glass-like cavity
dealing full damage. with a cap. Using the nano-needler effectively
requires preparation; the small glass cavity
A multidimensional blade has a depletion can be filled with up to four doses of poison
of 1–3 in 1d100. or acid, or something beneficial such as
healing potion, or whatever. When activated
MURDER GLOBE as your action, the device projects a single
needle—far smaller in width than a human
Relic, rare hair—up to 500 feet at a target you can
This 3-foot-tall collapsible metal tripod see or sense, who must succeed on a DC
features a large metal globe at the top. The 17 Dexterity save to avoid being struck. The
globe has a number of holes in it, but it is minuscule needle penetrates clothes, armor,
not hollow. It takes two actions to assemble and skin. The needle deals no damage, and
and set up this device, and then it requires the injection is so tiny that the victim doesn’t
your action to activate. When activated, feel it. However, one dose of whatever was
this device does nothing for five rounds. loaded in the glass cavity takes effect the
After that, if anything larger than a mouse following round.
comes within 120 feet of it, the globe fires a
powerful projectile at that target. Creatures A nano-needler has a depletion of 1 in
attempting to be stealthy must succeed 1d10.
on a DC 17 Dexterity (Stealth) check for

93

ARCANA OF THE ANCIENTS

A micronized cypher NATALITIAL any creature that finds itself within 30 feet of
still counts toward a the bouncing orb must succeed on a DC 13
character’s cypher limit. Relic, rare Dexterity save or take 5d8 lightning damage.
This odd helm set with small devices
One advantage of a net restricts your field of vision, granting OBJECT MICRONIZER
arrow over a detonation disadvantage on Wisdom (Perception)
checks. When activated as your action, the Cypher, rare
of webs cypher is that helm projects illusionary images, sounds, This crystal nodule shrinks an object that
the arrow doesn’t count and scents. On subsequent rounds, lasting you can hold in one hand to about one-
toward your cypher limit. for up to an hour, the helm produces a tenth its original size in all dimensions
celebratory atmosphere in a 120-foot sphere (length, width, height) and about a
Detonation of centered on the device, superimposing thousandth of its original mass. Most
webs, page 66 colorful streamers, hanging lamps, festive micronized commonplace items (weapons,
Cypher limit, page 40 music, and potentially additional visual tools, and so on) aren’t usable, but if the
and auditory factors (depending on your object is a cypher or relic, it still functions,
A mimetic replicator wishes). although wearable cyphers might pose a
cypher can only duplicate problem. If activating the normal-sized
The natalitial has a depletion of 1 in 1d20. device requires manipulating switches or
one object, but can other controls, doing so for a micronized
duplicate some cyphers. NET ARROW device requires a successful DC 15 Dexterity
(Sleight of Hand) check. Failure means the
Mimetic replicator, Relic, uncommon item doesn’t activate but isn’t used up or
page 91 This slender rod has a tiny metallic device at depleted. The shrinking lasts 7 hours, after
one end, and is similar enough to an arrow which the item returns to its normal size.
or crossbow bolt that it can be used with
those weapons. When it hits something OBJECT REPLICATOR
solid, the tip releases a net of exceptionally
strong fibers that entangle whatever the Cypher, uncommon
arrow struck. The target must make a DC 13 This crystal nodule can be affixed to another
Dexterity saving throw. On a failed save, it is object as your action. If affixed to an object
restrained until it breaks free or is freed. A that weighs no more than 10 pounds, three
creature restrained by the webs can use its additional copies of the object are created
action to make a DC 13 Strength check. If it in a haze of flashing dust over the course
succeeds, it is no longer restrained. of a couple rounds, appearing immediately
next to the original object. Simple objects
The net works best on targets no larger and substances can be replicated, but not
than a Medium creature. Against larger functioning cyphers, relics, magic items, or
targets, the creature has advantage on its similar objects.
rolls to avoid or break free of the net.
OPERON RESERVOIR
A net arrow has an automatic depletion; it
can be used only once. Relic, very rare (attunement required)
This metallic pod is about 3 inches in
NULL ORB diameter. When activated as your action,
it fuses to your skin and extends filaments
Cypher, uncommon throughout your body. Thereafter, as a
This 2-foot-diameter iron orb is warm to the bonus action you can exert yourself when
touch and buzzes slightly. When activated attempting to succeed on a particularly
as your action, the null orb tumbles away tough ability check, gaining double your
in the direction you toss it with a fly speed normal proficiency bonus for that check.
of 60 feet for about a minute. The moving
orb has AC 20 and 60 hit points. It tends to An operon reservoir has a depletion of 1
move in straight lines, but bounces off fixed in 1d20.
surfaces, and thus might be set to bounce
back and forth across a field of conflict for
the duration of the effect. After a minute
has passed, the orb tumbles to the ground,
burned out, unless destroyed. While active,

94

CYPHERS, RELICS, AND IRON FLESH

ORGAN FACTORY OTHERSPACE WEAPON NODULE A replacement brain
can be chosen, however,
Cypher, rare Cypher, rare this effectively kills the
This shimmering golden liquid comes in This crystal nodule must be affixed to a melee organ recipient, replacing
a tube-thin vial. If ingested as your action, weapon to function; applying the nodule takes their mind with that
nothing seems to immediately result. an action. The affected weapon becomes of a newborn child.
However, over the course of a full day, “keyed” so that it becomes associated with
you grow an external, fully viable living a tiny alternate pocket dimension. Once the Otherspace weapon
organ or limb. This is a somewhat painful cypher is attached to a melee weapon, at the nodules can also be
process that effectively restrains you for weapon user’s option, targets struck by the attached to ranged
the last half of the process (though others weapon who fail a DC 15 Wisdom save are weapons, but they
could move you). The completely grown transferred to the alternate dimension instead confer the ability to
organ or limb can be transferred to another of taking damage. The weapon retains this transfer targets for
creature simply by placing it on their body quality for up to 1 day or until ten creatures only about an hour.
and waiting a few rounds. If the recipient have been transferred, whichever occurs first.
sustained damage to the same kind of
organ or limb, the newly grown one replaces The alternate dimension is random, and
it over the course of about a minute, the creatures may be lost forever (assuming
during which time the recipient is stunned. they don’t have a method of planar travel),
Otherwise, the unneeded duplicate organ or unless it is an alternate dimension that you
limb withers and dies. can reach in some other fashion, and took
the time to key this cypher to that location
Duplicate organs must be used within before using it.
one week. All organs and limbs are
sealed within a partially living, protective,
translucent caul. The cypher produces a
particular organ or limb chosen by the user
at the time of the cypher’s use.

OTHERSPACE STASIS CHAMBER Most creatures trapped
SKELETON KEY in otherspaces are
dangerous beasts or
Cypher, uncommon people. A few otherspaces
This small device is keyed to a specific contain people wishing
pocket dimension where a creature is to leave the “past”
held in stasis. Activating it releases the behind and wait for
creature, which appears up to 60 feet away. a more interesting
On the round it appears, the creature has future, or those who
disadvantage on all actions as it recovers have a fatal disease or
from the stasis effect. The creature is not injury that could not be
under your control, and the cypher does not cured at the time they
grant you any way to communicate with it were put into stasis.
or return it to the otherspace. Depending
on the creature’s nature, it is likely to fight
or flee. The challenge rating of the released
creature is usually 5, but about half of these
cyphers release a creature of challenge
rating 3 or less.

95

ARCANA OF THE ANCIENTS

Accidental rifts, page 258 OTHERWHERE TORCH far smaller in width than a human hair—up
to 500 feet at a target you can see or sense,
Relic, uncommon who must succeed on a DC 17 Dexterity
This palm-sized crystal disc could be fitted save to avoid being struck. The minuscule
to a staff head, eyepiece, or frame, or left needle penetrates clothes, armor, and skin.
as is. When activated as your action, the The needle deals no damage. Instead,
lens produces a bright light filling, a 20-foot if one needle is fired as your attack, the
sphere for one hour. The light, however, target creature must succeed on a DC 17
is produced in a bizarre dimension, and Constitution save or be calmed for at least
has one additional effect within the area 1 minute or until they are attacked; this
illuminated; roll each time the light is calming effect even pacifies a belligerent,
activated anew. raging, or attacking creature.

d10 Effect If two needles are fired as one attack
(requiring two depletion rolls), the target
1 Blue light causes blue mold to falls asleep for up to a minute or until they
sprout on inanimate surfaces. are damaged.

2 White light causes all living A pacifying needler can be activated to
creatures to appear translucent. fire all its needles at once on a countdown
timer, creating a detonation-like blast that
3 Flickering light makes strange moving affects all creatures in a 120-foot sphere
geometric shadows on surfaces. centered on the device. This depletes and
destroys the relic.
4 Yellowish light causes bugs, worms,
and other similar creatures in the A pacifying needler has a depletion of 1 in
ground to rise to the surface. 1d20 (unless all needles are used at once,
which automatically depletes the relic).
5 White light causes small objects in
the area to vibrate and buzz. PERCEPTION EXTENDER

6 Slowly pulsing light seems perfect for Relic, rare
relaxing, meditating, and sleeping. This handheld device has a transparent
screen that displays lines of changing text
7 Light is sometimes blocked or in glowing symbols. When activated as your
shadowed by strange figures and action paired with a question, you can ask
bizarre faces of unknown creatures the GM a very simple, general question
looking through the lens from the about the current physical aspect of the
other side. landscape in a 2-mile sphere centered
on the device, including flora, fauna,
8 Light intensity can be purposefully structures located within it, and so on.
pulsed in the area for one hour, blinding Typical questions such as, “Where is the orc
creatures who fail a DC 13 Constitution camp?” or “Where did we leave the wagon?”
saving throw for one round. are answered simply and correctly in a
language you can read. (If you can’t read a
9 Light shines through as if the lens language, the symbols displayed have no
were a prism, creating nine unique meaning). If attempting to determine the
bands of different color. location of specific creatures or individuals
within the area that are somehow shielded
10 The light produced decreases from easy observation, targets are allowed
natural bright light in the area to a DC 17 Wisdom saving throw; if they
dim light. succeed, no information is provided.

An otherwhere torch has a depletion of 1 A perception extender has a depletion of
in 1d100, checked per day of use. When it 1 in 1d20.
depletes, there is a chance of an accidental rift.

PACIFYING NEEDLER

Relic, very rare
This small handheld device features a tiny
tube at one end. When activated as your
action, the device projects a single needle—

96

CYPHERS, RELICS, AND IRON FLESH

PERSONAL ENVIRONMENT FIELD PHASE DISRUPTER A very rare version of the
personal environment
Cypher, uncommon Cypher, uncommon field creates an aura that
When this disc-like device (which can This canister with a hose produces a stream extends out far enough
be worn on a belt or carried in a pack) is of foam when you use your action to trigger to sustain all creatures
activated as an action, it creates an aura of it. The foam puts a portion of a physical within 5 feet of you.
temperature and breathable atmosphere structure (like a wall or floor) out of phase
that will sustain a human or similar creature for one hour. It affects an area equal to
safely for one day. The aura extends just a six 5-foot cubes. While the area is out of
few inches from your skin. If you are subject phase, creatures and objects can pass freely
to an attack that inflicts fire or cold damage, through it as if it were not there, although
you have resistance against that attack, then one cannot see through it, and it blocks
the cypher burns out prematurely. light.

PERSONAL TELEKINESIS FIELD PHASING DETECTOR A phasing detector is
useful for perceiving
Cypher, uncommon Cypher, uncommon things that are out
Swallowing this lumpy pill surrounds you This set of goggles enhances your of phase due to
with a thin cloud of nanites that respond perception of extradimensional and numenera, as well as
to your thoughts, allowing them to exert out-of-phase creatures and objects. For the those on the Ethereal
fine and precise force on objects within next day, you have advantage on perceiving Plane or using magic
about 1 inch. You can use this force to move and interacting with these creatures and to alter their phase.
objects, push against objects, and so on, objects, including attacking and defending
using your Intelligence in place of your against them. A personal telekinesis
Strength or Dexterity for checks, saves, and field is useful for moving
attack rolls as appropriate (such as trying PHASING GLOVES small objects around
to turn a stuck doorknob or quickly pull under your clothes so
an object out of reach of someone trying Cypher, uncommon they can’t be found,
to grab it). Although this power allows for These gloves are studded with green, manipulating your
very fine control (you can tie or untie laces, scale-like flecks. When activated as your equipment when your
activate a specific switch on a cypher, brush action, they can selectively pass through hands are being watched,
your hair, and so on), the limited reach of solid objects with object AC 20 or less in and other subtle tasks.
the field makes it difficult to use it directly a fashion that allows you to see what you
as an attack—throwing a dagger with it are touching (by causing the surrounding When you go out of
would generate only as much strength as a material to become transparent within a few phase, you are not
short, quick flip with your hand. You can’t feet of your gloved hands). This effectively partially inhabiting the
use this telekinesis on your own body. The grants advantage to ability checks to pick Ethereal Plane, as some
cloud of nanites lasts for thirty minutes. a lock, disable a trap, or check for hidden might expect. Instead,
objects. They also allow you to extract you are phasing into
PHASE CHANGER objects through the previously solid barrier, a different, previously
such as coins in a chest or letters in a “curled-up” adjacent
Cypher, rare locked bureau. Once activated, the gloves plane that was not
When you activate these weird bracers as can selectively phase for up to 10 minutes accessible before the
an action, you go “out of phase” (become before burning out. Ancients vaults opened.
incorporeal) for one minute. During this
time, you can pass through solid objects
as though they were entirely insubstantial.
You cannot make physical attacks or be
physically attacked, nor do magical attacks
affect you. If you end your turn in another
object, you both take 5d10 bludgeoning
damage, and you are forced out the nearest
edge.

97

ARCANA OF THE ANCIENTS

PHASING PITON POISON BRAIN IMPLANT

Relic, uncommon Relic, very rare
This metallic spike has a single toggle This pill-sized capsule shimmers with
stud. When activated as your bonus action, red and green threads of light. When
the piton becomes partially incorporeal swallowed as your action, the device travels
and can be inserted up to 6 inches into through your body to your brain over the
almost any material. When deactivated, the course of three rounds and nests there.
piton becomes solid again and remains Henceforth, whenever a creature establishes
embedded solidly in the material. If used contact with your mind (whether using
as a simple weapon (requiring one bonus a mental attack, attempting telepathic
action to activate as you attack, and a communication, trying mind control, and
second action to deactivate), the piton deals so on), the creature is attacked mentally
3d6 piercing damage (and is stuck in your itself. On a failed DC 17 Wisdom save, it
foe). is stunned for one round (losing its next
turn) and it takes 8d8 psychic damage. This
A phasing piton has a depletion of 1 in effect does not prevent the initial contact or
1d100. attack.

PLANT JAR A poison brain implant has a depletion of
1 in 1d10.
Relic, uncommon
This large glass-like canister has a sealable
cap and a humming machine attached to its
base. A living plant placed inside this device
remains alive until removed regardless of
light, water, or other conditions, including
how much time passes until it is removed.

A plant jar never depletes.

98


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