- Using Magic Items
- Adjusting Wealth by Level
- Crafting Magic Items
- Item Creation with Spheres of Power
- Power and Complexity
- Item Base Powers
- Miscellaneous Variables
- Talent-Based Magic Items
- Attribute-Based Magic Items
- Altered Weapon Special Qualities
- Altered Armor Special Qualities
- Creativity and Custom Magic Items
- Example 1
- Example 2
- Example 3
- Example 4
- Example 5
- Wondrous Items
Whether the party is searching for a powerful artifact or brewing potions before an adventure, magical items are an integral part of virtually all fantasy campaigns.
The following rules and guidelines cover the use and creation of magic items through the this system .
Spell Trigger and Spell Completion Items
While some Pathfinder magic items (swords, potions, armor, etc.) are usable by virtually any creature, some items (scrolls, wands, and staves) can only be used by casters who meet their prerequisites. Specifically, the core Pathfinder system requires the caster to use magic of their same source (arcane or divine), and to have the spell on their spell list. However, while GMs may add distinctions such as the arcane/divine divide to the this system through casting traditions, concepts such as spell lists don’t exist in the this system .
Instead, when using the this system and determining if a creature may activate a spell completion item such as a scroll, the creature must possess the base sphere associated with that item, and their caster level must be at least equal to the caster level of the item. If their caster level is lower than the caster level of the spell-completion item, they suffer a chance of failure, as detailed in the description of scrolls from the game.
When converting a pre-existing magic item to the this system , or when determining which base sphere an this system caster must possess in order to activate a spell trigger or spell completion magic item from the core magic system, see the conversion chart listed under rituals in Advanced Magic. As always, the GM is the final arbiter of what magic falls under which sphere.
The standard rules contains guidelines for estimating the amount of wealth a character is expected to have at any given level, commonly referred to as Wealth-by-Level. While not a hard rule of the game, Wealth-by-Level was created as a GM aid when determining how powerful characters are expected to be at different points in the game.
The rules and guidelines presented below can produce both new magic items as well as altered prices for standard magic items. This could alter both how a character spends their money, as well as how much power a certain amount of gold can bring them. When mixing multiple magic item creation systems together, this can cause even greater inconsistencies, as the same item may have a variety of costs depending on which system was used to create it.
While the following rules are designed for balanced gameplay, GMs are encouraged (especially when mixing systems) to adjust prices, powers, and availability of items as needed for a particular game, and to disallow any options that prove disruptive or unbalancing.
In the standard rules, all pre-written magic items are listed with a set of prerequisites for their creation, often in the form of feats, spells, a minimum caster level, and required material components. When using the Spheres of Power system to create these pre-existing magic items, there are two ways to quickly adapt their prerequisites to fit with the this system . These methods require substitutions to be made with either magic talents or rituals.
When creating a pre-existing magic item, with GM permission, a caster may simply substitute an appropriate magic talent for the required spell: Fire Blast can replace fireball or burning hands, while the Invisibility Illusion talent can substitute for the illusion spell in a similar fashion. The GM is always the final arbiter when determining which talent would replace which spell.
For games that employ rituals and/or traditional spellcasting, an this system caster may use an item’s prerequisite spell as a ritual in order to meet the item’s crafting prerequisites. This can even allow a sphere caster to use the traditional magic item creation rules, using ritual level in place of spell level when determining the cost of a new magic item. When using this method, treat the ritual’s material cost as if it were a spell’s costly material component.
Many of the rules for creating magic items are the same in both the this system and the core system. For example, when creating a magic item, the caster must possess the appropriate item creation feat, and must invest time and money into the item’s creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but the caster may also make an appropriate Craft check depending on the item in question) to finish the item. However, the DC to create a magic item is 10 + the caster level for the item, rather than 5 + the caster level. A creator can create an item at a lower caster level than her own. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.
To add an enchantment to an item, the caster must meet its prerequisites. These prerequisites often take the form of an appropriate item creation feat, a base sphere the caster must either possess or have supplied through another caster, a certain amount of raw materials, and occasionally other prerequisites such as a class feature, a feat, or a number of skill ranks that either the caster or another creature must supply. These prerequisites must all be met for the item to be created. A magic item detects as every sphere used in its creation when subject to divining or detect magic.
A caster may always create an item at a lower caster level than their total, but they cannot create an item at a higher caster level. Temporary increases in caster level (such as a Thaumaturge’s forbidden lore class feature, certain casting traditions, or the Circle Casting feat) cannot be used to create an item at a higher caster level.
Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magical properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price.
The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Creating an item requires 8 hours of work per 1,000 gp in the item’s base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item’s base price (or fraction thereof) by increasing the DC to create the item by 5.
The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours’ worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).
A character can work on only one item at a time. If a character starts work on a new item, all materials used on the under-construction item are wasted.
There are two methods for creating magic items in the Spheres of Power system. The first (employed by weapons, armor, wands, staves, and rings/equipment) is attribute-based, and involves mixing and matching different attributes from a pre-determined list. These attributes are normally priced by taking the attribute’s bonus squared x a variable amount of gp depending on the item or bonus in question. The second method (employed by scrolls, potions, wondrous items, and rods) is talent-based, and involves the creation of custom magical effects. The cost of creating an item with such an effect is determined by taking a construction cost (a variable amount of gp depending on the item to be created) and multiplying it by the effect’s caster level and complexity.
When creating a magic item through the second method, first determine the item’s base sphere and power from those listed below. Each of these abilities has a base complexity of 1.
Once a power has been selected, that power’s parameters may be increased, similar to augmenting a sphere effect through taking talents and spending spell points. Generally speaking, a talent from the item’s base sphere may be added to the effect by increasing the complexity by 1. If using that talent normally requires the caster to spend a spell point, increase the complexity by 2 instead. An item must have a caster level at least equal to its complexity.
For most sphere effects, the following options are also available:
Increased Range: You may increase the range of the effect at a cost of +1 complexity per increase. See the chart below to see the progression of possible ranges. This replaces any talents that would normally increase range (ex. Distant Creation from the Creation sphere).
Chart: Range Increments
- Personal (object, centered on item/caster, or adjacent space)
- Close (25 ft. + 5 ft/2 caster levels)
- Medium (100 ft. + 10 ft/caster level)
- Long (400 ft. + 40/caster level)
Increased Duration: You may increase the duration of the item’s ability at a cost of +2 complexity per increase. See the chart below to see the progression of possible durations. This replaces talents that would normally increase duration (ex. Lingering Creation from the Creation sphere.)
Chart: Duration Duration Increments
Add Talent: You may add the effects of any talent from the item’s base sphere at the cost of +1 complexity. If adding the effects of a talent would normally require the caster to spend additional spell points, increase the complexity by 1 per spell point required.
Example: A 10th caster level caster wants to create an Alteration scroll that affects multiple targets. Adding the Mass Alteration talent to the scroll increases the complexity by 2; one for adding a new talent, and one for the spell point Mass Alteration requires.
Note: If adding an advanced talent, increase the complexity by 2 +1 per spell point required. A caster cannot add the effects of an advanced talent unless he has access to that talent
Unique Changes: Because magic items are at their best when they are unique and original, there is technically no limitation to what alterations you may make to a magic item. When making a unique change to a magic item’s abilities that is of equal power to adding a magic talent, increase the complexity by +1. If the alteration is particularly powerful (the equivalent of spending an additional spell point when augmenting a sphere effect) increase the complexity instead by +2.
Unique Limitations: With GM permission, decreasing an item’s parameters (decreasing the range, duration, etc.) can lower the item’s complexity. Decreasing the effect by the equivalent of 5 caster levels also decreases the complexity by 1. An item cannot have a lower complexity than 1.
Example: A 10th caster level caster who wants to create an Alteration potion that gives the user darkvision. A 10th level Alteration potion grants the blank form and 1 trait +1 per 5 caster levels, meaning the scroll would normally grant 3 traits to the user. Tarris increases the duration to 1 minute per caster level (+2 complexity), and removes the two unnecessary traits (-2 complexity), giving him a potion of 1 complexity that grants the user Darkvision 60 ft. for 10 minutes.
Variable Effects: When adding talents to a base ability that augment the ability without fundamentally changing it (for example, adding blast type talents to a destructive blast or darkness talents to a patch of darkness), you may allow the item’s user to choose which talent will be applied. You must pay the complexity cost for each such talent included. If multiple such talents will be applied jointly (for example, creating a destructive blast that is half fire blast and half electric blast), increase the complexity by 1 for each augmenting talent applied after the first.
Duration: 1 round/caster level
Effect: The target gains the effects of a shapeshift (Fort negates), gaining the blank form and 1 trait +1 per 5 caster levels chosen from the basic Alteration sphere. These must be chosen when the item is crafted and do not change from use to use.
Forms and Traits: Changing the form or traits granted by this effect increases the complexity by 1 for every talent required. If using a talent, form, or trait would normally cost an extra spell point, increase the complexity instead by 2.
Increased Traits: You may add an additional trait to the form, increasing the complexity by 1.
Other Talents: Adding the effect of the Mass Alteration talent to this item increases the complexity by 2.
Multiple Forms: If the target may change or choose their form or traits from among the talents included in the item, increase the complexity by an additional +1
Range: Personal (adjacent space)
Duration: 1 round/caster level
Effect: Summons a companion from the Conjuration sphere. Unlike other summoned companions, this companion does not begin with 2 (form) talents.
Form Talents Increase the complexity by 1 for every (form) talent the companion possesses.
Link: To apply the effects of the Link talent, increase the complexity by 1.
Range: Personal (adjacent space)
Duration: 1 round/caster level
Effect: Create an object, as the Creation sphere.
Effect: Repair or Destroy the target as the base Creation sphere.
Greater Creation: To add the effects of a Creation talent (or to change the alter effect bestowed), increase the complexity by 1 for every talent added. If a talent would normally require an additional spell point to use, increase the complexity by an additional +1 when adding that talent. When changing the alter effect from repair or destroy, change the duration to match the ability chosen.
Range: Personal (centered on item)
Duration: 1 round/caster level.
Effect: Create an area of darkness as the Dark sphere, filling a 10 ft. + 5 ft. per 2 caster levels radius area.
Meld: You may change the effect from creating darkness to granting the target the benefits of a meld talent. This does not increase the complexity unless selecting the Feed on Darkness meld talent, in which case it increases the complexity by 2.
Greater Darkness: To add the effects of a Dark sphere talent, increase the complexity by +1 per talent. If a talent would normally cost an additional spell point to use, increase the complexity by an additional +1 when adding that talent.
Duration: Variable (as ghost strike)
Effect: Affect the target as with the basic ghost strike from the Death sphere. You may increase the power of your ghost strike (as if spending a spell point) by increasing the complexity by 1.
Ghost Strike: If changing the ghost strike bestowed, increase the complexity by 1. Using a ghost strike the normally costs a spell point instead increases the complexity by 2. The ghost strike’s duration always changes to match the ghost strike selected.
Multiple Targets: When reanimating targets, you may increase the complexity by 2 to reanimate multiple targets at once, by no more than 2 HD per caster level, each target must be within Close range, and each reanimated creature cannot exceed 1 HD per caster level. For every additional +1 added to the complexity, you may increase the total number of reanimated creatures by 1 HD, to a total amount equal to your Death sphere maximum.
Death Talents: You may add the effects of any Death sphere talent by increasing the complexity by 1. If a talent would require the expenditure of an additional spell point, increase the complexity by an additional +1.
Effect: 1d6 bludgeoning damage per 2 caster levels. You may increase the damage to one die per caster level by increasing the complexity by 1.
Destruction Talents: You may apply the effects of a blast shape or blast type talent to the magic item by increasing the complexity by 1 for each talent added. If a talent normally requires the caster to spend an additional spell point, increase the complexity instead by +2.
Effect: Gain information on magic auras within range, as the base divine from the Divination sphere.
Duration: 1 minute/caster level
Effect: Grant the target the base sense from the Divination sphere.
Divine: You may change the subject of your divining to one of the other subjects you may divine for from the base Divination sphere (divine alignment, divine undead, etc.) by increasing the complexity by 1.
Sense: You may change the sense granted by increasing the complexity by 1. If this sense would cost 2 spell points instead of the 1 most senses normally cost, increase the complexity instead by 2.
Greater Divination: You may apply any other talent from the Divination sphere by increasing the complexity by 1. If this sense or divine would normally cost an additional spell point, increase the complexity by +2 instead.
Duration: 1 round/caster level.
Effect: Apply the basic enhancement of the Enhancement Sphere to a target.
Change Enhancement: You may change the enhancement applied by increasing the complexity by +1. If the applied enhancement would require the expenditure of a spell point, increase the complexity instead by +2.
Duration: 1 round/caster level
Effect: Create a serendipity consecration, affecting a 20-ft. radius burst.
Word: To apply the effects of a word instead of a consecration, increase the complexity by 1, +1 for every spell point required by the word in question. Adjust the duration (and casting time if it is less than a standard action) to match that of the word selected.
Greater Fate: You may apply the benefits of a Fate sphere talent to the item by increasing the complexity by 1. If applying a talent would normally cost an additional spell point, increase the complexity by 2 instead.
Change Sense: If you wish to change the affected sense, losing the visual aspect of the illusion and replacing it with another sense, do not increase the complexity..
Altered Effects: To add an Illusion talent to this ability, increase the complexity by 1. If the talent would normally require the caster to spend an additional spell point, increase the complexity instead by 2.
Effect: Cure or restore the target, as the base Life sphere.
Increased Restoration: To add the effects of a Life talent to this ability, increase the complexity by 1 for every talent added.
Versatile Restoration: To allow this affect to function as both a cure or restore ability to this effect as well, increase the complexity by 2.
Temporary Hit Points: To change this effect from cure or restore to granting 1 temporary hit point per caster level, increase the duration to 1 minute/caster level and do not change the complexity. To add temporary hit points onto the effect without replacing the initial effect, increase the complexity by 1.
Range: Personal (object)
Duration: 1 minute/caster level
Effect: Create bright light, as the Light sphere.
Lesser Light: To create normal light (as the Light sphere), decrease the complexity by 1. This cannot decrease the complexity lower than 1.
Powerful Light: To apply the effects of a Light talent, increase the complexity by 1. If this talent would normally require the expenditure of a spell point, increase the complexity by 2 instead.
Duration: As charm
Effect: Plant a suggestion in the target’s mind, as the base Mind sphere lesser charm. The target must be of your own creature type.
Alternate Charm: To change the charm applied by this effect, increase the complexity by 1.
Open Mind: To allow this charm to affect all creature types (so long as the creature isn’t immune to mind-altering effects), increase the complexity by 1.
Group Charm: To affect an additional 1 target per 2 caster levels (minimum: +1), increase the complexity by 2.
Range: Personal (centered on item)
Duration: 1 round/caster level.
Effect: Produce a geomancing effect, as one included in the base Nature sphere. The user is not immune to a geomancing effect they create.
Greater Geomancing: To change the geomancing effect to one granted by a talent, or to add the effects of a talent to this ability, increase the complexity by 1. If the talent or effect would normally require the user to spend a spell point, increase the complexity instead by 2.
Nature Spirit: To change the effect to bestowing a (spirit) effect, increase the complexity by 1.
Range: Personal (centered on caster)
Duration: 1 round/caster level
Effect: Create the basic ward, as the base Protection sphere.
Duration: 1 minute/caster level
Effect: Grant the target the benefits of the basic aegis granted by the Protection sphere.
Greater Protection: To change the ward or aegis granted, or to apply the effects of a protection talent, increase the complexity by 1. If the talent or ability would normally cost an additional spell point to use, increase the complexity by 2 instead. This is in addition to the spell point usually required to create an aegis.
Range: Personal (item, user, or object attached to item)
Duration: 1 round/caster level
Effect: You may cause a target to move through space, as the Telekinesis base sphere sustained force ability (Will negates). If moved into a square occupied by another object, this may perform a bludgeon maneuver.
Greater Telekinesis: You may apply the effects of any Telekinesis talent to this item by increasing the complexity by 1. If the talent would normally require the caster to spend an additional spell point, increase the complexity instead by 2.
Improved Time: You may change the alter time effect granted or apply a Time talent to the effect by increasing the complexity by 1. If the talent or ability requires the expenditure of a spell point, increase the complexity instead by 2.
Range: Personal (centered on caster)
Duration: 1 round/caster level
Effect: Apply the effects of the base totem from the War sphere to a stationary 50 ft. area centered on the caster.
Rally: To use a rally on a target instead of creating a totem, increase the complexity by +2. If the rally costs more than 1 spell point, increase the complexity by +1 for every additional spell point. Change the duration to instantaneous and the activation time to an immediate action. To apply Greater Rally and affect an additional 1 target per 2 caster levels within range, increase the complexity by another +2.
Greater Totem: To change the totem placed or apply the effects of another War talent, increase the complexity by 1. If the talent would normally require a caster to spend an additional spell point, increase the complexity instead by +2.
Increased Effect: To increase the range the target is teleported (Close to Medium, Medium to Long), increase the complexity by 2 for each increase.
Greater Warp: To apply the affects of a Warp talent, increase the complexity by 1. If that talent would normally require the caster to spend an additional spell point, increase the complexity instead by 2.
Bend Space: To change the effect to bending space, increase the complexity by 1. If the bend space effect would normally require a caster to spend a spell point, increase the complexity instead by 2. Change the duration to match the chosen bend space effect.
Duration: 1 round/caster level
Effect: Change one weather category’s severity level as the base Weather sphere within a Close-range radius burst.
Increased Effect: To increase the size of the area affected (Close range radius burst to Medium range radius burst, Medium range radius burst to Long range radius burst), increase the complexity by 2 for each such increase.
Greater Weather: You may apply the effects of a weather talent by increasing the complexity by 1. If the talent would require you to spend an additional spell point, increase the complexity by 2.
When creating a magic item, the following options are also available.
Permanency: Generally, effects bestowed by magic items are not permanent. When dealing with an exception to this rule (for example, the potion of love everlasting), the item must have a duration measured at least in hours, a caster level of at least 10, and the complexity must be raised by an additional +2. Permanent effects may be dispelled or removed by the Break Enchantment Life talent, or a similar effect such as the break enchantment spell. A GM should be careful when allowing permanent effects.
Multiple Effects: You may add a second effect to a talent-based magic item in one of two ways: All effects contained within a magic item must have the same caster level.
Second Effect: If the magic item has two abilities (for example, it may create a destructive blast and also gives its wearer a +2 enhancement bonus to Intelligence), calculate the second ability as a completely separate effect, complete with its own complexity if appropriate. Multiply the cost of all effects except the most expensive by 1.5.
Mixing Effects: If the magic item has a complicated effect that mixes multiple abilities (example, it creates darkness and damages all creatures within the area as if from a destructive blast), calculate the second ability as a completely separate effect, complete with its own complexity. Multiply the less expensive effect by 2.
Rather than calculating complexity, a caster crafting a weapon, suit of armor, shield, wand, staff, or piece of wearable equipment (such as a ring, belt, or cloak) does so by selecting abilities from a list of different potential attributes.
A scroll is a half-finished magical effect, stored in such a way that a caster may summon it forth at a later time. While normally stored on sheets of paper or parchment, a scroll could also be chiseled into a stone tablet, written in runes across a suit of armor, or in a variety of other methods. Using a scroll wipes the magic from that scroll. A crafter may store multiple effects inside the same scroll.
Scrolls use the spell completion activation method: Activating a scroll is a standard action. To use a scroll, the caster must possess the scroll’s base sphere and their caster level must be at least equal to the caster level of the scroll. If they possess the base sphere but not a high enough caster level, the caster must pass a caster level check (roll a d20 and add their caster level to the roll) against a DC of the scroll’s caster level +1. If the caster fails, she must make a DC 5 Wisdom check to avoid a scroll mishap, as detailed in the core rules. A natural roll of 1 always fails, whatever the modifiers. If a caster does not possess a scroll’s base sphere, they cannot activate the scroll except through the Use Magic Device skill.
To create a scroll, the caster needs a supply of magical components and writing materials, the cost of which is subsumed in the cost for scribing the scroll. All materials used to scribe a scroll must be fresh and unused. A character must pay the full cost for scribing each scroll, no matter how many times she previously has scribed the same effect.
Scrolls use the talent-based method of item creation. A scroll’s base price is found by taking 25 gp x the scroll’s complexity x the scroll’s caster level. The material cost to create a scroll is 12.5 gp x the scroll’s complexity x the scroll’s caster level.
If a scroll effect requires a saving throw, the DC is equal to 10 + 1/2 the scroll’s caster level + the casting ability modifier of the one using the scroll. If a scroll is being used by a non-caster (such as through the Use Magic Device skill), use their highest mental ability modifier as their casting ability modifier.
Like scrolls, a potion, oil, or dust is a magical effect stored in physical form. Unlike scrolls, any creature may use a potion, oil, or dust, a potion through drinking it, an oil by applying it to the target creature or object, or dust by throwing it over an area.
Potions target the creature who drinks it (a range of personal), oils target the creature or object it is applied to (a range of touch), while dusts must be sprinkled (usually area affects). Some abilities are impractical to make use of with a potion, oil, or dust (for example, a dust cannot have a range of Long, because it’s range would only extend as far as the person using it can throw). It is possible to place potion-like effects into other items as well (for example, a jewel that explodes when thrown or an apple that applies an effect when eaten, etc.).
Potions use the talent-based method of item creation. A potion’s base price is equal to 50 gp x the potion’s complexity x the potion’s caster level. The cost of materials to create a potion is 25 gp x the potion’s complexity x the potion’s caster level.
Wondrous items are an amorphous form of magic, for indeed anything could become a wondrous item. A feather, a carved statue, or even equipment that would normally fall under a different distinction such as a suit of armor or ring could become a wondrous item, if the crafted chooses to make them such.
Wondrous item are often limited. Unlike rods, a wondrous item may have a limited number of uses per day, or may have a limited number of total uses before losing its magic completely.
Wondrous items are usually activated by a command word, or through some other form of inciting action such as throwing the item into the air, holding it against the intended target, or praying to a particular divinity while holding the item. Unlike magical equipment that provides constant benefits to any creature who wears it, wondrous items provide no benefit until activated.
Wondrous items use the talent-based method of item creation. A basic wondrous item is usable once per day, and has a base price equal to 400 gp x the item’s complexity x the item’s caster level. The material cost to create a wondrous item is 200 gp x the item’s complexity x the item’s caster level. If a wondrous item effect requires a saving throw, the DC is equal to 10 + 1/2 the caster level.
If the item is usable multiple times per day, multiply this cost by its number of daily uses. If it is usable at-will but contains 50 total charges, multiply the cost by 2.5.
Rods are poles ranging from 1 to 3 ft. in length into which a crafter has placed an unusually stable form of talent-based magic. Unlike the scroll, potion, or wondrous item, a rod is usable at-will with no daily limit, or in many cases, provides a continual effect once activated. The creator of a rod must determine how the rod is activated, which could involve the user speaking a command word, pressing buttons along its side, striking the rod against the ground, or provide a constant effect to the wielder so long as it is held. As such, rods are an exception to the normal rule regarding permanent effects.
As with the other magic items listed above, rods do not even necessarily need to be rods; a lantern that reveals all invisible creatures within its lighted area, a door that never opens unless a command word is spoken, or a sword that includes a talent-based ability are all examples of things that may be created through the Craft Rod feat.
Constant Life Sphere Effects: When a rod grants a continual cure, the effect becomes instead Fast Healing 1 (+1 per increase in complexity). If a rod grants a continual restore, it instead grants immunity to one effect (+1 per complexity; a creature cannot gain immunity to effects that require a magic skill check to remove or are unaffected by the Life). Temporary hit points cannot be made into a continual effect.
Forge Ring is not only used to create magic rings, but also all forms of worn items, be they belts, amulets, headbands, gloves, or others. Forge Ring allows the caster to place constant bonuses into these items, allowing those who wear them to benefit from their power.
To forge a piece of wearable equipment, the crafter must decide on a single enhancement to place within, chosen from those on Table: Equipment Bonuses. Multiple enhancements may be granted by the same piece of equipment, but the price of all enhancements except the most expensive has their price multiplied by 1.5.
|Benefit||Minimum Caster Level||Sphere||Base Cost|
|Grant enhancement bonuses to a Mental Ability Score||2 x enhancement bonus||Enhancement||Bonus Squared x 1,000 gp|
|Grant enhancement bonuses to a Physical Ability Score||2 x enhancement bonus||Enhancement||Bonus Squared x 1,000 gp|
|AC bonus (deflection)||3 x bonus||Protection||Bonus squared x 2,000 gp|
|AC bonus (natural armor)||3 x bonus||Alteration||Bonus squared x 2,000 gp|
|AC bonus (other)||3 x bonus||Various||Bonus squared x 2,500 gp|
|Energy resistance (one energy type)||Resistance – 10 (minimum: 1)||Protection||Resistance squared x 50 gp|
|Save bonus (resistance)||3 x resistance bonus||Protection||Bonus squared x 1,000 gp|
|Save bonus (other)||3 x bonus||Various||Bonus squared x 2,000 gp|
|Skill bonus (competence)||1 x competence bonus||Various||Bonus squared x 100 gp|
|Spell resistance||Spell Resistance -10 (minimum: 1)||Protection||10,000 gp per point over SR 12, SR 13 minimum|
|CMB (competence, one combat maneuver)||1 x bonus||Enhancement||Bonus squared x 1,000 gp|
|CMD (enhancement)||1 x bonus||Enhancement||Bonus squared x 1,000 gp|
Rather than creating a sphere-like effect, a crafter with the Craft Wand feat can take this a step further and actually place the ability to wield a sphere into an item itself. These wands (usually made from a thin baton of wood or metal) allow a caster to use its magical abilities as if they were its own.
Wands use the spell trigger activation method, meaning using an ability contained within a wand is usually a standard action that doesn’t provoke attacks of opportunity. To activate a wand, a character must hold it in hand (or whatever passes for a hand, for non-humanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.
A caster must possess the wand’s base sphere in order to activate it. When used, the caster may use any sphere ability contained therein, using the wand’s caster level when determining the power of the effect and using the wand’s spell points when empowering the effect. Under normal circumstances, a caster cannot spend their own spell points or use their own caster level when activating a wand. If a wand’s effects call for a saving throw, the DC is equal to 10 + 1/2 the wand’s caster level. A wand does not recover spent spell points on its own.
Once per day, a caster who’s caster level is at least equal to the wand’s caster level may spend one of their spell points to restore 1 spell point to the wand. A wand may only have one spell point per day restored in this fashion, regardless of how many casters attempt to do so.
The simplest wand a crafter may create contains a base sphere, 1 spell point, and a caster level of 2. This wand has a base price of 1,000 gp. When a crafter increases a wand’s caster level (to a maximum of their own), for every 2 caster levels a wand is increased, the crafter may place an additional magic talent into the wand, or may increase the wand’s spell point pool by 1.
A crafter must possess each talent to be placed in the wand, or else must have access to that talent through another caster. Likewise, if the crafter possesses a sphere-specific drawback in the sphere used to create the wand (or simply wants to create a focused wand), that wand also possesses that sphere-specific drawback. The wand gains a bonus magic talent or spell point in exchange for this sphere-specific drawback.
A wand may contain an advanced talent, but must possess that talent’s minimum caster level, as well as all of its prerequisite talents. A wand may be used to meet the prerequisites for creating other magic items.
|Caster Level||# of Additional Magic Talents/Spell Points||Price|
|2 (base wand)||0||1,000 gp|
Inmany ways, a staff is a caster’s most powerful tool. Like a magic weapon, a staff contains enhancement bonuses, except instead of aiding in the weapons attack and damage rolls, these bonuses increase the user’s caster level.
A staff is a long shaft of wood, metal, or some other hard material that usually measures anywhere from 4 feet to 7 feet long and is 2 inches to 3 inches thick, weighing about 5 pounds. A typical staff also functions as a walking stick, quarterstaff, or cudgel.
Every staff is associated with a base sphere, which the crafter must possess in order to create the staff, either on their own or through another caster. The staff may possess an enhancement bonus ranging from +1 to +5. When wielding a staff and using a sphere ability from the staff’s base sphere, the caster adds the staff’s enhancement bonus as a temporary increase to their caster level for that ability. This only applies to magic used by the caster herself; this bonus does not apply to wands or other magic items the caster is wielding. Rather than increase the number of undead that can be controlled through the Death sphere or increasing the HD of companions through the Conjuration sphere, these allies instead gain a circumstance bonus to attack rolls and skill checks equal to the staff’s enhancement bonus.
A staff’s base price is equal to its bonus squared x 2,000 gp. To create a staff, a caster must spend materials with a cost equal to its bonus squared x 1,000 gp. A staff’s caster level is equal to 2x its total bonus.
In addition, the following special qualities may be applied to a staff. Each of these special qualities count as additional bonuses for determining the market value of the item, but do not modify caster level. A single staff cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities or magic) higher than +10. Staves must have at least a +1 enhancement bonus to their base sphere before any special qualities may be added. Staves cannot possess the same special ability more than once unless otherwise noted.
Benefit(s): Any caster wielding the staff gains access to a magic talent contained within the staff. If this talent is a (form) Conjuration talent, it may be applied to any companion the caster summons, but no more than one creature at any given time. To contain an advanced talent, a staff needs a minimum caster level equal to that talent’s prerequisite caster level, and must contain all of that talent’s prerequisite talents. A staff may gain this special quality multiple times.
Cost: +2 bonus
Prerequisite(s): The crafter must have access to the magic talent to be included, either on their own or through another caster. The talent must belong to the staff’s base sphere. A caster wielding the staff counts as possessing that magic talent when meeting the prerequisites for creating other magic items.
Benefit(s): The staff provides an enhancement bonus to a sphere other than its base sphere, chosen when this special quality is gained. This benefit may be taken up to 5 times. The effects stack.
Cost: +1 bonus
Prerequisite(s): The crafter must have access to the sphere to be enhanced, either on their own or through another caster.
Magical weapons, armor, and shields are pieces of equipment that have been enhanced through magic: weapons to strike truer and deliver more damage, shields and armor to better protect their wielders. Magical weapons, armors, and shields have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls (in the case of weapons) or to AC (in the case of armor and shields). All magic weapons, armor, and shields are also masterwork, but their masterwork bonuses do not stack with their enhancement bonuses.
Some magic equipment has special qualities. Special qualities count as additional bonuses for determining the market value of the item, but do not modify attack, damage, or AC except where specifically noted. A single piece of equipment cannot have a modified bonus (enhancement bonus plus special quality bonus equivalents, including those from character abilities and magic) higher than +10. Equipment with special qualities must also have at least a +1 enhancement bonus. Equipment cannot possess the same special ability more than once unless otherwise noted.
To find the base price for a magic weapon, shield, or suit of armor, add together its enhancement bonuses and special qualities to find its total effective bonus (from +1 to +10). Square this bonus, and multiply it by 2,000 gp (in the case of magic weapons), or by 1,000 gp (in the case of magic armor or shields).
|Weapon Bonus||Base Price (gp)|
Each magical weapon, Shield, or suit of armor must possess a caster level equal to twice the item’s total bonus (including special qualities) or 3 times its enhancement bonus, whichever is higher. A caster cannot create a weapon, suit of armor, or shield of a higher caster level than he himself possesses.
The following special qualities for weapons, shields, and suits of armor are listed below with their prerequisite sphere. A caster must possess this base sphere (either through their own magic talents or another willing caster) to add this ability to a magic weapon, shield, or suit of armor. All magic weapons, shields, and suits of armor detect as Enhancement sphere effects through the divine ability from the Divination sphere, but also detect as every sphere associated with a special quality they possess.
Other Bonuses: Some special qualities from the core magic system do not have their cost measured in bonuses, but instead contain a base gold cost. While some of these abilities have had their prices translated into bonuses, many of these abilities are, in essence, wondrous item enhancements, equipment enhancements or rod enhancements that have simply been applied to a weapon, Shield, or suit of armor, having their prices multiplied by 1.5 as is normal when adding multiple effects to a single item. Applying these bonuses to a weapon, Shield, or suit of armor may be accomplished by using the Craft Rod, Craft Wondrous Item, or Forge Ring talents, and either using the rules listed under those particular feats, or by simply adding the special quality as written, substituting an appropriate sphere for its prerequisite.
|Weapon Special Quality||Cost||Sphere|
|Ghost touch||+1 bonus||Warp|
|Ki focus||+1 bonus||Enhancement|
|Mighty cleaving||+1 bonus||War|
|Spell storing||+1 bonus||Destruction|
|Corrosive burst||+2 bonus||Destruction|
|Designating, lesser||+2 bonus||Fate|
|Dispelling burst||+2 bonus||Life|
|Endless ammunition||+2 bonus||Creation|
|Flaming burst||+2 bonus||Destruction|
|Icy burst||+2 bonus||Destruction|
|Ki intensifying||+2 bonus||Enhancement|
|Phase locking||+2 bonus||Warp|
|Shocking burst||+2 bonus||Destruction|
|Lucky, greater||+3 bonus||Fate|
|Reliable, greater||+3 bonus||Creation|
|Spell stealing||+3 bonus||Destruction|
|Brilliant Energy||+4 bonus||Light|
|Designating, greater||+4 bonus||Fate|
|Nimble Shot||+4 bonus||Divination|
|Second Chance||+4 bonus||Telekinesis|
|Armor/Shield Special Quality||Cost||Sphere|
|Arrow Catching||+1 bonus||Abjuration|
|Fortification, light||+1 bonus||War|
|Spell storing||+1 bonus||Destruction|
|Arrow deflection||+2 bonus||Protection|
|Spell Resistance (13)||+2 bonus||Protection|
|Energy Resistance||+3 bonus||Protection|
|Fortification (moderate)||+3 bonus||War|
|Ghost touch||+3 bonus||Warp|
|Spell Resistance (15)||+3 bonus||Protection|
|Energy Resistance, Improved||+4 bonus||Protection|
|Spell Resistance (17)||+4 bonus||Protection|
|Energy Resistance, Greater||+5 bonus||Protection|
|Fortification (heavy)||+5 bonus||War|
|Spell Resistance (19)||+5 bonus||Protection|
Dispelling: The wielder of a dispelling weapon may store a spell point or dispel magic spell into the weapon, as if using a spell storing weapon. Just as with a spell storing weapon, the wielder may expend the spell or spell point to perform a targeted dispel against a target damaged by the weapon. However, the MSB check to dispel gains an additional bonus equal to the weapon’s enhancement bonus. This bonus also applies to a magus’s dispelling strike arcana or a barbarian’s spell sunder or sunder enchantment combat maneuver check.
Spell Storing: A spell storing weapon allows a caster to store a single targeted sphere effect that does not cost a spell point, or a spell of up to 3rd level, in the weapon itself. (The spell or sphere effect must have a casting time of 1 standard action.) Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately use the sphere effect or cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that creating a magical effect from an item takes at least as long as creating the magical effect normally.) Once the spell or sphere effect has been cast from the weapon, a caster can cast another targeted spell or sphere effect into it that fits the criteria listed above. The weapon magically imparts to the wielder the name and nature of the spell or effect currently stored within it. A randomly rolled spell storing weapon has a 50% chance of having a magic effect stored in it already. This special ability can only be placed on melee weapons. A spell storing weapon emits a strong aura of the Destruction sphere, plus the aura of the spell or sphere effect currently stored.
Dispelling Burst: A dispelling burst weapon functions like a dispelling weapon but may store greater dispel magic spells or up to 2 spell points, which may be spend jointly as if using the Improved Counterspell feat. In addition, the spell or spell point may be discharged when the wielder of a dispelling burst weapon confirms a critical hit. When the wielder does so, the bonus to the check made to dispel (including from dispelling strike, spell sunder, or sunder enchantment) increases by an amount equal to the weapon’s enhancement bonus or the weapon’s critical multiplier (whichever is higher). If a dispelling burst weapon confirms a critical hit while it is not currently storing a spell point or dispel magic or greater dispel magic spell, yet if the wielder has the Counterspell feat or either spell prepared (or is a spontaneous caster able to cast either spell), she may cast either spell into the weapon as a swift action or place 1 or 2 spell points into the weapon as a swift action, and then immediately discharge it into the target as a free action.
Spell Stealing: This special ability can only be placed on melee weapons. A spell stealing weapon allows its wielder to siphon protective magic from a target and transfer it to herself. When the wielder rolls a critical threat against a target, she can forgo confirming the critical hit and instead automatically learn which magical effects are active upon the target. The wielder may then make a magic skill check to steal her choice of one of those effects, using the spell stealing weapon’s caster level plus its enhancement bonus against the effect’s MSD. If the check succeeds, the target immediately loses the benefits of that effect and the wielder gains the effect for 1 minute (or until the effect expires, whichever comes first). If the spell stealing weapon has a critical multiplier greater than x2, the wielder may attempt to steal one additional effect per additional multiple beyond x2 (two effects for x3, and so on).
Spell Storing: This armor allows a spellcaster to store within it a single touch spell of up to 3rd level, or a sphere effect that does not cost a spell point. Anytime a creature hits the wearer with a melee attack or melee touch attack, the armor can cast the spell or sphere effect on that creature as a immediate action if the wearer desires. Once the magical effect has been cast from the armor, a caster can cast into it any other targeted touch spell of up to 3rd level or sphere effect that does not cost a spell point. The armor magically imparts to the wielder the name of the magical effect currently stored within it.
A randomly rolled suit of spell storing armor has a 50% chance to have a magical effect stored in it already. Spell storing armor emits a strong aura of the Destruction sphere, plus the aura of the magic stored within.
Wild: Armor with this special ability usually appears to be made from magically hardened animal pelt. The wearer of a suit of armor or a shield with this ability preserves his armor or shield bonus (and any enhancement bonus) while in an alternate form, such as those granted by the Alteration sphere. Armor and shields with this ability usually appear to be covered in leaf patterns. While the wearer is transformed, the armor cannot be seen.
When creating a custom magic item, the rules explained above are guidelines, and not hard rules. A sword could be enchanted as a wand, a rod could grant ring-like benefits to its holder, or a necklace could hold gemstones that have each been enchanted with potion-like single-use magical effects. In many ways, each item creation feat maps less to a particular type of item, and more to a particular type of enchantment: a caster with Craft Magical Arms and Armor could create a magical frying pan, but it would need to be enchanted as a weapon unless he possessed another item creation feat.
Likewise, while the above rules are designed to help determine an item’s price and powers, in reality the scope of what a magic item can do is limited only by the crafter’s imagination. Magic items are at their best when they are unique, wondrous, and personalized, which can mean creating new abilities beyond the scope of the basic spheres. The GM is the final arbiter for determining an item’s final market price, and may adjust a price higher, lower, or even disallow any item or option if it becomes unbalancing or disruptive.
A base 1 complexity mind sphere potion plants a suggestion, has a range of touch, and a variable duration depending on the charm selected. She changes the charm to Courage (+1 complexity), and wants the powerful version (+3 complexity). This creates a potion with a complexity of 5 and a duration of 1 minute per caster level. Since this is a potion, she reduces the range to Personal (-1 complexity), giving her potion a complexity of 4. Since the caster level must be at least equal to the complexity, A’Daine would need to make the potion at least caster level 4, which, thankfully, she can. Since a powerful Courage charm grants power in intervals of 5 caster levels, she decides to make her potion caster level 5.
In the end, her potion looks like this:
Aura faint mind; CL 5th; Slot none; Price 1,000 gp; Weight .5 lbs.
This potion fills the drinker with an overwhelming sense of power, wiping away their ability to feel fear and filling them with confidence. The drinker gains a +2 morale bonus to attack rolls, ability checks, skill checks, and saving throws. In addition, the target gains immunity to fear and 5 temporary hit points. These benefits last 5 minutes after drinking.
Feats Brew Potion, Mind Sphere; Cost 500 gp
Soren the incanter has a caster level of 10 and the Scribe Scroll feat. He wants to create a powerful scroll – a trump card in case he’s ever out of spell points and in need of an escape. He wants to create a scroll that simultaneously teleports him to safety and cuts off his pursuers by creating a giant wall to block their way.
A basic complexity 1 Warp effect has a range of personal, and an effect of teleporting the target anywhere within Close range that can be seen. Soren wants to increase the effect to Long range (+4 complexity), creating a complexity of 5.
At the same time, Soren wants to include a Creation effect to produce a wall. A complexity 1 Creation effect has a range of personal (creating the object adjacent to the caster) and a duration of 1 round per caster level. Soren is fine with the short duration, but he wants the wall to be thick; he adds the Expanded Materials talent (+1 complexity) and the Larger Creation talent (+2 complexity) to the effect, giving it a total complexity of 4. Soren wants the effect as powerful as possible, and uses his full caster level (10) to create the scroll.
The Warp effect has a base price of 1,250 gp (25 gp x 5 x 10), while the Creation effect has a base price of 1,000 gp (25 gp x 4 x 10). Since the scroll is producing both effects simultaneously, the smaller cost is multiplied by 2, bringing the Creation effect’s base price up to 2,000 gp, and the scroll’s total base price up to 3,250 gp.
The final scroll looks like this:
Aura moderate Warp, Creation; CL 10th; Slot none; Price 3,250 gp; Weight –
This scroll houses a complicated formula that, when read, teleports its reader instantly anywhere he can see, up to a distance of 800 ft. At the same time, a large iron wall is summoned where the reader originally was. This wall is comprised of 10 sections of wall, each 10 ft. tall, 10 ft. wide, and 2 inches thick, arranged contiguously anywhere, so long as at least part of the wall inhabits the square the caster originally stood in when using this scroll. This wall lasts 10 rounds before disappearing completely.
Feats Scribe Scroll, Creation Sphere, Warp Sphere; Cost 1,625 gp
Kat the soul weaver has a caster level of 8 and both the Craft Magical Arms and Armor feat and the Craft Wand feat. She wants to create a magic quarterstaff (her weapon of choice) that doubles as a Death wand, allowing her to summon more undead than she otherwise could.
A quarterstaff is a double weapon, but Kat decides to enchant one end as a +2 greyflame weapon, and to leave the other end unenchanted. This gives the weapon a caster level of 6 and a base cost of 18,000 gp.
With a caster level of 6, Kat can create a basic death wand with 2 bonuses, which she spends on granting the wand 2 bonus spell points. She also gives the wand the Necromantic Limit drawback so it may only reanimate, and uses the bonus talent to give the wand Expanded Necromancy. Crafting such a wand would have a base price of 9,000, which is multiplied by 1.5 since she is adding multiple effects to the same item, making the wand enchantment’s new base price 13,500 gp. Combining this with the weapon enchantment, the staff’s new base price is 31,500 gp, and a market price of 32,100 gp when combined with the price of a masterwork quarterstaff.
In the end, her staff looks like this:
Aura moderate Death, Fate; CL 6th; Slot none; Price 32,100 gp; Weight 4 lbs.
This quarterstaff is topped with a multitude of what appear to be burning wax candles, except these candles never burn out, and are as hard as steel when used in combat.
This staff functions as both a +2 grayflame quarterstaff and a death wand with 3 spell points. The staff cannot create a ghost strike, but it may reanimate a touched creature of 6 HD or less, may control a total of 12 HD of creatures at once, and has access to the Expanded Necromancy talent.
The Baron Rene De Courcillon has a caster level of 5 and the Craft Wondrous Item feat. He finds himself often in need of a quick escape, and wants to create a ring to help him distract his pursuers while he hides. He has the idea to create a ring that will turn him invisible and summon a creature to attack his foes.
A base Illusion ability with a complexity of 1 has a range of Personal and a duration of 1 round/caster level. Changing the effect to invisibility raises this complexity to 2. This effect has a base price of 400 gp x 2 x 5, or 4,000 gp.
A base Conjuration ability has a range of Personal and a duration of 1 round/caster level. The Baron does not want to augment the companion further, and so keeps the complexity at 1. This effect has a base price of 400 gp x 1 x 5, or 2,000 gp. Since this effect is happening jointly with the Invisibility effect above, it has its price doubled, becoming 4,000 gp. Combining the two effects, the base price becomes 8,000 gp.
In the end, the ring looks like this:
Aura faint Illusion, Conjuration; CL 5th; Slot none; Price 8,000 gp; Weight –
This simple silver ring bears no inscription to give away its magical properties, but bears the inscription “twist me” on the inside of the band.
Once per day, the wearer of the ring may twist the ring around his finger to activate its magic. To observers, it appears that the ring-wearer suddenly transforms into a bear, attacking the nearest foe on its next turn. In reality, the bear is a summoned creature and the ring-wearer has turned invisible, gaining a +5 bonus to Stealth checks. Both the bear and the invisibility last for 5 rounds before disappearing.
Init +2; Senses none; Perception +0
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 34 (4d10+8)
Fort +6, Ref +6, Will +1
Speed 40 ft.; Melee bite +7 (1d8+3) or bite +5 (1d8+9)
Space 5 ft.; Reach 5 ft.
Str 14, Dex 14, Con 14, Int 7, Wis 10, Cha 11
BAB +4; CMB +6; CMD 18
Feats Power Attack, Weapon Focus (bite)
Skills Climb +9
Feats Craft Wondrous Item, Conjuration Sphere, Illusion Sphere; Cost 4,000 gp
Artemis the symbiat has a caster level of 10 and possesses the Craft Rod feat. After one too many encounters with invisible creatures, he decides to create a lantern that reveals the location of invisible creatures.
Creating a Light ability that reveals the location of invisible creatures has a complexity of 3. Rods can have permanent effects, and so the lantern has a base price of 2,000 gp x 3 x 9, or 54,000 gp.
In the end, the lantern looks like this:
Aura moderate Light; CL 9th; Slot none; Price 54,000 gp; Weight 4 lbs.
This lantern creates bright light in a 70 ft. radius, and raises the light level by one step to a maximum of normal light for 70 ft. beyond this. Any invisible creature within this area of bright light becomes immediately visible, losing all benefits of invisibility.
Feats Craft Rod, Light Sphere; Cost 27,000 gp
Aura faint Destruction; CL 5th; Slot none; Price 625 gp; Weight –
This scroll creates a frost blast, dealing 5d6 frost damage to everything within a 15 ft. radius burst centered within Close range A successful Reflex save halves the damage. Targets who fail their save are also staggered for 1 round.
Feats Scribe Scroll, Destruction Sphere; Cost 312.5 gp
Aura strong Conjuration; CL 15th; Slot none; Price 4,125 gp; Weight –
This tattered old piece of parchment contains a name written across it in a haphazard manner. When this name is read aloud by a caster of sufficient power, the named person appears in an adjacent square, ready to do the summoner’s bidding for 15 hours or until dismissed. The named person appears as a muscular giant wearing a king’s robes.
Init -1; Senses none; Perception +0
AC 15, touch 7, flat-footed 15 (-1 Dex, -2 size, +8 natural)
hp 178 (12d10+96+12)
Fort +16, Ref +3, Will +8
Speed 30 ft.
Melee 2 slams +23 (1d8+12), 1 slam +18 (1d8+6) or 2 slams +19 (1d8+20), 1 slam +14 (1d8+10)
Defenses Improved Evasion, Devotion
Space 15 ft.; Reach 15 ft.
Str 34, Dex 8, Con 26, Int 7, Wis 10, Cha 11
BAB +12; CMB +26; CMD 35
Feats Power Attack, Intimidating Prowess, Weapon Focus (slam), Dazzling Display (slam), Shatter Defenses, Toughness
Skills Intimidate +20
Feats Scribe Scroll, Conjuration Sphere; Cost 2,062.5 gp
Aura moderate Mind; CL 10th; Slot none; Price 4,000 gp; Weight .5 lbs.
This potion causes any creature who drinks it to fall madly in love with the first creature he or she perceives. The drinker’s attitude toward that creature becomes helpful. If a romantic attraction is possible toward the first person viewed, the drinker falls in love with that person. Otherwise, the drinker’s love is a platonic adoration. The effects of this potion are permanent unless removed by the counterspell feat, the break enchantment talent, or through some similar means.
Feats Brew Potion, Mind Sphere; Cost 2,000 gp
Aura moderate Alteration; CL 5th; Slot none; Price 750 gp; Weight .5 lbs.
This potion transforms the drinker into a ferocious monster, granting them a bite attack and 2 claw attacks for 5 minutes.
Feats Brew Potion, Alteration Sphere; Cost 375 gp
Aura moderate Destruction; CL 7th; Slot none; Price 700 gp; Weight .5 lbs.
This vial contains a fiery red liquid that bubbles in its container. When a creature drinks fire poison (either willingly or when eating or drinking something secretly containing the potion), they suffer 7d6 fire damage and catch fire, suffering 1d6 damage per round until the fire is extinguished. A successful Fortitude save (DC 13) halves the damage and stops the target from catching fire.
Feats Brew Potion, Destruction Sphere; Cost 350 gp
Aura faint Destruction; CL 5th; Slot none; Price 750 gp; Weight .1 lbs.
This oil may be applied to a weapon as a poison. If used to successfully strike a creature before 1 round passes, the weapon explodes with a burst of lightning, dealing an additional 5d6 electricity damage to the target. If a weapon coated in this oil is used to attack a target made from metal or wearing metal armor, the attack is made with a +3 bonus.
Feats Brew Potion, Destruction Sphere; Cost 375 gp
Aura moderate Warp; CL 10th; Slot neck; Price 20,000 gp; Weight –
This small necklace contains a single, small gemstone, and is often given by Fey creatures to their mortal lovers or champions. Once per day, when the wearer of the token is reduced to 0 hp or fewer (or, when the wearer simply desires it), they are instantly teleported to the creature who gave them the token, provided they are on the same plane of existence.
Only the creature to whom this token is given may use the token, and only to teleport to the creature who presented it to them. While it is possible to find or steal a token, the token will not work properly until it has been presented to a creature, and then may only be used to teleport to the side of the one who presented it to them.
Feats Craft Wondrous Item, Warp Sphere; Cost 10,000 gp
Aura moderate Fate; CL 1oth; Slot none; Price 20,000; Weight 2 lbs.
This small mechanical box plays a haunting melody when opened, and is decorated with images of angels and demons locked in combat. Whenever a creature within 50 ft. of the music box hears the melody for at least one uninterrupted minute, one of the following happens:
- If the creature is good, they gain a +2 sacred bonus to attack rolls, saving throws, and skill checks for 10 minutes.
- If the creature is evil, they gain a +2 profane bonus to attack rolls, saving throws, and skill checks for 10 minutes.
- If the creature is neither good nor evil, they suffer a -2 penalty to all attack rolls, saving throws, and skill checks for 10 minutes.
The music box can only be played once per day. If a creature opens the box a second time in a day, no music plays, and instead every creature within 50 ft. becomes sickened for 1 hour.
Feats Craft Wondrous Item, Fate sphere; Cost 10,000 gp
Aura faint Warp; CL 5th; Slot shoulders; Price 30,000; Weight 1 lbs.
The windwalker cape flows gently in the breeze, even when no breeze is present. The bearer of the windwalker cape may easily slip between spaces, teleporting anywhere within 150 ft. that he can see as a move action. The windwalker cape is usable 3 times per day.
Feats Craft Wondrous Item, Warp Sphere; Cost 15,000 gp
Aura faint Fate; CL 5th; Slot headband; Price 10,000; Weight –
When a creature wears this headband, once per day they may look at a creature within Close range and curse them as an immediate action, forcing them to roll an attack roll, skill check, ability check, or saving throw twice and take the lower result.
Feats Craft Wondrous Item, Fate Sphere; Cost 5,000 gp
Aura moderate Enhancement, Alteration; CL 8th; Slot ring; Price 40,000 gp; Weight –
This ring is carved from cold iron, and gives its wearer a sense of unbreakable stability. The wearer of the ring gains a +4 enhancement bonus to their Constitution, a +2 natural armor bonus, and a +4 enhancement bonus to their CMD.
Feats Forge Ring, Enhancement Sphere, Alteration Sphere; Cost 20,000 gp
Aura moderate Creation; CL 10th; Slot hands; Price 75,000 gp; Weight –
These leather workman gloves perpetually look dirty, no matter how well they’re cleaned. While worn, these gloves provide the wearer with the ability to forge metal with a touch, as the Forge creation talent. The target also gains a +10 competence bonus to all Craft checks made involving metal objects.
Aura Strong Destruction, Protection; CL 15th; Slot none; Price 255,000 gp; Weight 3 tons
This magically-empowered tower generally sits near the entrance to a building, city, or other permanent encampment to defend it against undesirables.
If a target approaches within 60 ft. of the tower without speaking the password aloud, the tower immediately erects a force barrier in a circle extending 15 ft. around itself. This barrier possesses 150 hp and has a break DC of 32. In addition, if the target remains within 60 ft. of the tower, they are struck every round for 15d6 electricity damage originating from the tower (Reflex half).
The tower can only strike one target per round in this manner, and will always strike the closest undesirable. While the tower’s barrier may be erected as many times as necessary during the day, it’s HP only replenishes at a rate of 10 per hour. If the barrier is destroyed, it cannot reform for 24 hours.
Feats Craft Rod, Destruction Sphere, Protection Sphere; Cost 127,500 gp.
Aura strong Mind, Enhancement, Conjuration; CL 20th; Slot none; Price 134,000 gp; Weight 10 lbs.
This 3 ft. royal scepter is decorated in jewels, and wouldn’t look out of place in the hands of an emperor.
Any creature holding this scepter gains a +6 enhancement bonus to their Charisma. In addition, the holder of the rod may summon forth the unbendable servant; a stone golem-like being that remains until dismissed and serves the holder of the rod unfailingly. If the unbendable servant should be destroyed, it reforms the following day and may be resummoned at that time.
Init +1; Senses none; Perception +18
AC 20, touch 11, flat-footed 19 (+1 Dex, +9 natural)
hp 131 (15d10+45)
Fort +11, Ref +8, Will +9
Speed 30 ft.
Melee 2 slams +20 (1d4+4), 1 slam +15 (1d4+2) or 2 slams +16 (1d4 +12), 1 slam +11 (1d4+6)
Defenses Improved Evasion, Devotion
Space 5 ft.; Reach 5 ft.
Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha 11
BAB +15; CMB +19; CMD 30
Feats Weapon Focus (slam), Power Attack, Skill Focus (Linguistics), Orator, Skill Focus (Use Magic Device), Toughness, Lightning Reflexes, Improved Lightning Reflexes
Skills Profession (butler) +18, Linguistics +24, Use Magic Device +24
Languages celestial, common, draconic, dwarven, elven, giant, gnoll, gnome, goblin, halfling, infernal, orc, terran, sylvan, undercommon
Aura Strong Destruction; CL 15th; Slot none; Price 72,305 gp; Weight 5 lbs.
This rod functions as a +2 light mace, but also has a button that, when pressed (a move action), charges the mace head with magical force. The first attack made with this rod before the end of the wielder’s turn deals an extra 15d6 bludgeoning damage.
Feats Craft Rod, Craft Magical Arms and Armor, Conjuration Sphere, Mind Sphere; masterwork light mace; Cost 36,000 gp
Aura moderate Death; CL 10th; Slot none; Price 50,000 gp; Weight 5 lbs.
This +3 death staff also contains the Project Spirit advanced Death talent.
Feats Craft Staff, Death Sphere, Project Spirit; Cost 25,000 gp
Aura moderate, Illusion; CL 10th; Slot none; Price 49,000 gp; Weight 5 lbs.
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Section 15: Copyright Notice
Spheres of Power © 2014 Drop Dead Studios LLC, Author Adam Meyers