4 Votes


Hits: 715
Comments: 7
Ideas: 1
Rating: 3.375
Condition: Normal
ID: 8840


November 18, 2017, 9:44 pm

Vote Hall of Honour

You must be a member to use HoH votes.
Author Status


Solfire Lantern


A lantern that when lit, interrupts illusions, magical darkness, reveals the invisible, and might even cause the incorporeal to become vulnerable to physical attacks.


Created by the Magi of Ta'urell, the Wayfarer's Lantern was a legendary tool designed to help them detect and seal away dark spirits. The lantern sat on a pedestal at the dark gate in their sanctum. When the lantern was stolen, the Magi sought after it, and decades later they still seek the lost lantern.


The lantern, casts light ten feet from the user, radiating an aura of truesight, disrupting but not dispelling illusions for any who carry it.

Optional/Unknown Properties

The lantern may also have an unknown effect, if used near the incorporeal, shades, wraiths, ghosts, etc.., will weaken them, making them vulnerable to physical attacks.

Optional/Unknown Drawbacks

Misfortune befalls those who carry the Solfire Lantern. The darkness follows them, seeking to destroy it. The only thing they have managed thus far, is to cause it to be lost.

Additional Ideas (1)

The Lanterns original placement in the sanctum was created specifically to hold the lantern and hold off the misfortune it caused with its the creation. In the sanctum the power was maximized protecting the dark gate from the incorporeal spirits that sought to use the dark gate (which needs some coolness) for their own.

Now that the lamp is missing the dark gate's protection is gone and the Magi's battle with (insert coolness here) has intensified. It is imperative that the Magi find the lantern to restore the balance and protection of the gate.

While in the Sanctum, the lantern's effect on the incorporeal is maximized while not attracting them. Outside the Sanctum the revealing of spirits is reduced and sometimes not fully active while it also sends out a beacon attracting the spirits. The misfortune that befalls those around it is from the nefarious spirits with the power to harm which sometimes avoid the revealing and weakening of the lamp light. Many accidents or deaths occur while the owners think that all spirits would be revealed and able to be defeated but in actuality, many remain invisible and dangerous.

2017-11-28 08:27 PM » Link: [8840#98044|text]
Please register to add an idea. It only takes a moment.

Suggested Submissions

Join Now!!

Gain the ability to:
Vote and add your ideas to submissions.
Upvote and give XP to useful comments.
Work on submissions in private or flag them for assistance.
Earn XP and gain levels that give you more site abilities.
Join a Guild in the forums or complete a Quest and level-up your experience.
Comments ( 7 )
Commenters gain extra XP from Author votes.

Voted axlerowes
November 15, 2017, 6:34
A really useful item that I am sure most D&D RPG parties would love to have on their equipment lists.

Did you have a type of latern in mind? Does its style and construction have contempary or historical equivalent on earth?

You drop a bit of a plot: the Magi's quest to recover their missing latern. What does the latern look like? If it looks fairly mundane could the owner be unaware of its nature? Could it be hanging from the roof of a mill and sitting at the river dock used by water taxis, and the latern's ability to illuminate the ubiquitous passing ghosts giving the spot the rumor hauntings?
Voted Cheka Man
November 15, 2017, 10:31
Only voted
Voted Strolen
November 28, 2017, 20:28
Fun idea. I need help on what is in the dark gate that the Magi need to protect/defend/stand watch....?
November 28, 2017, 20:49
The Dark Gate is rift, a portal between the material and Shadow Realm that allows denizens of one realm to pass through to the other with little trouble or resistance. The Sanctum was built after a period known as the Shadow Wars where the Radiants (mortals of celestial blood or devotion.) Drove them back into their abyssal place of origin. The Magi are considered a small remnant of the Radiants. Though the fear of shadows and superstitious murmuring of living nightmares still causes many to support the Magi by donation, most have started to see them as an order of fearmongers. (It has been over a century since the Sanctuary was raised, and people forget within a few short generations.)
November 28, 2017, 22:45
That is awesome. Is that a post I haven't read yet or something you plan on adding? Why didn't it make the cut. Add it now! :)
November 28, 2017, 22:53
Will do! Not a post yet but soon!
Voted valadaar
November 29, 2017, 9:29
A nice, powerful, simple item. Those are my favorites!


Random Idea Seed View All Idea Seeds

       By: Wogden

The accepted mode of getting otherwise unobtainable information is to go visit the cranky old hermit living in the mountains. It's just the sensible thing to do. So, naturally, everyone takes their monthly excursion to the hermit's hovel to consult him on everything, from lock-jaw to lovesickness, necromancers to nasal viruses.

Now, if everyone's always visiting the poor old hermit, there's going to be an enormous queue... "Wellcome to the Hermitt's Hovele, Please Take Ye a Number and Have Ye a Seate" reads the sign outside the packed dwelling.

Imagine the poor hermit, having retreated into the mountains to escape this precise situation...

Ideas  ( NPCs ) | July 29, 2005 | View | UpVote 1xp

Creative Commons License
Individual submissions, unless otherwise noted by the author, are licensed under the
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
and requires a link back to the original.

We would love it if you left a comment when you use an idea!
Powered by Lockmor 4.1 with Codeigniter | Copyright © 2013 Strolen's Citadel
A Role Player's Creative Workshop.
Read. Post. Play.
Optimized for anything except IE.