Impart Mind

School transmutation; Level cleric 6, magus 5, sorcerer/wizard 6

CASTING

Casting Time 2 rounds
Components V, S, M (diamond dust worth at least 1,000 gp)

EFFECT

Range touch
Target permanent nonintelligent magic item touched
Duration 1 hour/level
Saving Throw none; Spell Resistance no

DESCRIPTION

This spell grants the target magic item temporary intelligence by siphoning off a tiny portion of your own mind to infuse the object. Only permanent magic items may be enhanced by this spell—one-use items and charged items cannot be affected by impart mind. Intelligent magic items cannot be affected by impart mind.

When you cast impart mind on a magic item, the item gains an Intelligence, Wisdom, and Charisma score of 10 and gains your alignment. You have no special control over the item once it becomes intelligent, although since it has your alignment, personality conflicts with items you wield won’t be a problem. Determine the item’s ego normally, as per the rules on intelligent items in the Core Rulebook.

An item made intelligent via impart mind communicates via speech and has normal senses to a range of 60 feet. It speaks and reads one language known by you—if you know multiple languages, you may choose which language the item knows.

When you cast impart mind on an item, roll once on Table: Intelligent Item Powers to randomly determine the item’s power—add your caster level to this roll. By expending additional diamond dust in excess of the 1,000 gp worth of material components required to cast this spell, you can gain further bonuses on the d% roll made to determine the item’s power. Every additional 100 gp in diamond dust you use in excess grants a cumulative +1 bonus to the roll, up to a maximum additional bonus equal to your caster level. If the item gains the ability to cast a spell, determine the spell it can cast randomly from spells you know of the appropriate level. If the item gains ranks in a skill, it gains ranks in a random skill in which you have at least 1 rank.

If you roll above 100, then you can choose one item power on Table: Intelligent Item Powers to grant the item, and the item gains a special purpose. Roll once on Table: Intelligent Item Purpose and Table: Special Purpose Item Dedicated Powers to determine what the item’s special purpose and dedicated powers are. These d% rolls are not modified by your caster level or any additional powdered gems you used to cast the spell.

Once this spell ends, the item reverts to its previous nature—if you cast this spell on the item again, it gains entirely different powers as determined by a new set of rolls.

Table: Intelligent Item Powers
d% Item Power Base Price Modifier Ego Modifier
01–10 Item can cast a 0-level spell at will +1,000 gp +1
11–20 Item can cast a 1st-level spell 3/day +1,200 gp +1
21–25 Item can use magic aura on itself at will +2,000 gp +1
26–35 Item can cast a 2nd-level spell 1/day +2,400 gp +1
36–45 Item has 5 ranks in one skill* +2,500 gp +1
46–50 Item can sprout limbs and move with a speed of 10 feet +5,000 gp +1
51–55 Item can cast a 3rd-level spell 1/day +6,000 gp +1
56–60 Item can cast a 2nd-level spell 3/day +7,200 gp +1
61–70 Item has 10 ranks in one skill* +10,000 gp +2
71–75 Item can change shape into one other form of the same size +10,000 gp +2
76–80 Item can fly, as per the spell, at a speed of 30 feet +10,000 gp +2
81–85 Item can cast a 4th-level spell 1/day +11,200 gp +2
86–90 Item can teleport itself 1/day +15,000 gp +2
91–95 Item can cast a 3rd-level spell 3/day +18,000 gp +2
96–100 Item can cast a 4th-level spell 3/day +33,600 gp +2
* Intelligent items can only possess Intelligence-, Wisdom-, or Charisma-based skills, unless they also possess some form of ability to move.

Table: Intelligent Item Purpose
d% Purpose Ego Modifier
01–20 Defeat/slay diametrically opposed alignment* +2
21–30 Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities) +2
31–40 Defeat/slay divine spellcasters (including divine entities and servitors) +2
41–50 Defeat/slay non-spellcasters +2
51–55 Defeat/slay a particular creature type (see the bane special ability for choices) +2
56–60 Defeat/slay a particular race or kind of creature +2
61–70 Defend a particular race or kind of creature +2
71–80 Defeat/slay the servants of a specific deity +2
81–90 Defend the servants and interests of a specific deity +2
91–95 Defeat/slay all (other than the item and the wielder) +2
96–100 Choose one +2
* The purpose of the neutral (N) version of this item is to preserve the balance by defeating/slaying powerful beings of the extreme alignments (LG, LE, CG, CE).
Table: Special Purpose Item Dedicated Powers
d% Dedicated Power Base Price Modifier Ego Modifier
01–20 Item can detect any special purpose foes within 60 feet +10,000 gp +1
21–35 Item can use a 4th-level spell at will +56,000 gp +2
36–50 Wielder gets +2 luck bonus on attacks, saves, and checks +80,000 gp +2
51–65 Item can use a 5th-level spell at will +90,000 gp +2
66–80 Item can use a 6th-level spell at will +132,000 gp +2
81–95 Item can use a 7th-level spell at will +182,000 gp +2
96–100 Item can use true resurrection on wielder, once per month +200,000 gp +2
Section 15: Copyright Notice

Pathfinder Campaign Setting: Inner Sea Magic. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Nelson, Sean K Reynolds, Owen K.C. Stephens, Russ Taylor.

scroll to top