Apparatuses [Rods] (Constant/At-Will Items)
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Apparatuses are talent-based magic items that require no activation except to hold, wear, or carry them. They are made with the Craft Apparatus feat.

Here is a quick pricing chart for apparatuses that have the same caster level and complexity (although this is not required when crafting them).

Table: Apparatus Complexity
CL/Complexity Cost CL/Complexity Cost
1 2,000 gp 11 242,000 gp
2 8,000 gp 12 288,000 gp
3 18,000 gp 13 338,000 gp
4 32,000 gp 14 392,000 gp
5 50,000 gp 15 450,000 gp
6 72,000 gp 16 512,000 gp
7 98,000 gp 17 578,000 gp
8 128,000 gp 18 648,000 gp
9 162,000 gp 19 722,000 gp
10 200,000 gp 20 800,000 gp

Amulet of Channeled Might [TS]

Aura faint Death and Life; CL 3rd
Slot neck or held; Price 18,000 gp; Weight 2 lbs.

This silver amulet can be held or worn around the neck. Each amulet of channeled might contains two feats that have some form of channel energy as a prerequisite (sufficiently similar feats may also be included, at the GM’s discretion). Any creature wearing or holding an amulet of channeled might gains the effects of the feats they contain as long as they meet the prerequisites for those feats. Dual channeler soul weavers count as possessing any alignment and worshiping any deity when determining whether or not they meet the prerequisites for a channeling feat. A creature can only benefit from one amulet of channeled might at a time, even if they craft it for a different slot. Some popular amulets include:

  • Aligned Amulet: Alignment Channel & Align EquipmentPPC:USH
  • Alluring Amulet: Channel DiscordISG & Seductive ChannelISG
  • Hopeful Amulet: Beacon of HopeISG & Bless EquipmentPPC:USH
  • Martial Amulet: Channel Smite & Channel SurgePPC:C&C
  • Master’s Amulet: Command Undead & Turn Undead
  • Warding Amulet: Divine BarrierISG & Protective ChannelISG

Construction Requirements
Craft Apparatus, Death sphere, Life sphere, each of the feats included in the amulet; Cost 9,000 gp

Amulet of Channeled Might, Greater [TS]

Aura faint Death and Life; CL 4th
Slot neck or Held; Price 32,000 gp; Weight 2 lbs.

As an amulet of channeled might, but it contains three feats instead of two. Common choices include series of feats, such as Channel ForceARG, Improved Channel ForceARG, and Greater Channel ForceARG. A crafter can upgrade an amulet of channeled might into a greater amulet by spending the appropriate time and resources to cover the difference in Price.

Construction Requirements
Craft Apparatus, Death sphere, Life sphere, each of the feats included in the amulet; Cost 16,000 gp

Amulet of Soulreaving [TS]

Aura faint Death and Life; CL 3rd
Slot neck; Price 18,000 gp; Weight 1 lb.

This silver amulet contains a gem that appears to be half moonstone and half obsidian. When worn by a character with the bound nexus class feature, that character can spend a soul as an immediate action to impose a -4 penalty on one attack roll from a creature within 40 feet of the soul expended and that the soul weaver can see (or is otherwise sense attacks from, such as through some special senses). This effect can be used after the attack roll has been made. A soul weaver can use the powers of this amulet once per day without expending a soul, but the target must be within 40 feet of them.

Construction Requirements
Craft Apparatus, Death sphere, Life sphere; Cost 9,000 gp

Animate Wand Bracers

Aura faint Enhancement and Mind; CL 5th
Slot wrist; Price 4,200 gp; Weight 1 lb.

Description
While this appears to be a normal wand bracer, it has been animated to perform its duties automatically, responding to mental signals from their wearer. Drawing and stowing wands from this bracer is a free action that can be performed even when it is not your turn.

Construction Requirements
Craft Apparatus, Enhancement sphere (Animate Object (enhance)), Mind sphere (Read Mind (charm)); Cost 2,200 gp

Arcane Orrery

Aura moderate Illusion; CL 10th
Slot none; Price 10,000 gp; Weight 5 lbs.

Description
This small leather case can be opened to reveal illusory floating spheres orbiting each other in an indiscernible pattern, tied together with magical texts flowing and shifting, describing their relationships to each other. Setting up the arcane orrery is a standard action. Using it while researching a new ritual or spellcrafting a new spell grants a +5 insight bonus on Spellcraft checks to create the ritual or spell.

Construction Requirements
Craft Apparatus; Craft Ritual or Spellcrafting; Cost 5,000 gp

Bandolier of Grenades

Aura faint Destruction; CL 3rd; Scaling wonder
Slot belt or chest; Price 900 gp; Weight 1 lb.

Description
This seemingly common bandolier has 5 empty ‘slots’ which can each properly store a single alchemical creation (such as an acid flask or alchemist’s fire), magical dust, oil, or potion (or another similarly shaped object at the GM’s discretion). Objects stored in these slots can be retrieved as a move action.

6th Level – 4,800 gp: A special additional slot forms which contains what seems to be an endless supply of grenade-like bombs, which may not be poured out, stored elsewhere, or passed to other creatures for later use (they explode 1 round after leaving the bandolier). A single bomb may be drawn, primed, and thrown as an attack made with a thrown splash weapon with a range increment of 20 feet. A direct hit deals 2d6 slashing, piercing, and bludgeoning damage, ignoring spell resistance, spell turning, and can penetrate a globe of invulnerability, antimagic field, or similar effects, and is not treated as a spell or magical effect for creatures or classes that gain a bonus to saving throws against magic. Any creature or object within 5 feet of the hit target or square takes 2 points of slashing, piercing, and bludgeoning splash damage affecting them in a similar fashion as if directly hit. These grenades may be used to make full attacks or other attack routines that allow for multiple attacks in a round.
11th Level – 24,000 gp: The grenade-like bombs now deal 3d6 damage on a direct hit, with 3 splash damage. The bombs otherwise function as before.
15th Level – 72,000 gp: The grenade-like bombs now deal 4d6 damage on a direct hit, with 4 splash damage. The bombs otherwise function as before.
20th Level – 264,000 gp: The grenade-like bombs now deal 5d6 damage on a direct hit, with 5 splash damage. The bombs otherwise function as before.

Construction Requirements
Craft Apparatus, Destruction sphere (Energy Bomb (blast shape)); Cost 132,000 gp

Bludgeoner’s Rod

Aura strong Destruction; CL 15th
Slot none; Price 72,305 gp; Weight 5 lbs.

Description
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.

Construction Requirements
Craft Apparatus, Smith Magical Weapons And Armor, Destruction sphere; Cost 36,305 gp

Blurring Bandana [TS]

Aura moderate Time; CL 6th
Slot headband; Price 72,000 gp; Weight 4 lbs.

This bandana provides the effects of the After Image (time) talent when worn, allowing the bearer to appear like they are in multiple places at once and giving them concealment with a 30% miss chance against attacks. Many warriors find it disconcerting to have this on all the time, so they only don it before battle.

Construction Requirements
Craft Apparatus, Time sphere (After Image (time)); Cost 36,000 gp

Bonded Notebooks

Aura faint Divination; CL 5th
Slot none; Price 5,000 gp; Weight 2 lbs. (set)

Description
A set of two identical leather-bound books of modest size, permanently linked to each other when created. Whatever is written in one book instantaneously appears on the corresponding page of the other, so long as they are on the same plane. Each page can hold up to 100 words and each book contains 50 pages. The backs and fronts of pages can be written on. A bonded notebook cannot be fitted with new pages; once the space inside has been used, the bonded notebooks become virtually worthless.

Construction Requirements
Craft Apparatus, Divination sphere; Cost 2,500 gp

Bonded Quills

Aura faint Creation and Divination; CL 5th
Slot none; Price 5,000 gp; Weight -

Description
These feather quills come in pairs. Each quill functions as a quill of endless ink. When both are held by a willing creature, any writing produced by one quill is instantly reproduced by the other, so long as both are on the same plane. A creature holding one quill is always aware if the other quill is being held by a willing creature, though no other information about that creature is gained. This cannot be used to create two copies at once of a scroll, spellbook, or other magical writing.

Construction Requirements
Craft Apparatus, Creation sphere, Divination sphere; Cost 2,500 gp

Boots of Striding

Aura faint Enhancement; CL 3rd
Slot feet; Price 3,000 gp; Weight 1 lbs.

These boots provide a +10 enhancement bonus to the wearer’s base land speed.

Construction Requirements
Craft Apparatus, Enhancement sphere (Alter Movement (enhance)); Cost 1,500 gp

Bottomless Flask

Aura faint Warp; CL 5th
Slot none; Price 1,000 gp; Weight 2 lbs.

Description
This ornate and surprisingly weighty hip flask appears to be made out of silver, and its stopper is decorated with five small gems of different colors. It does not appear to be able to hold more than a pint, but the flask can open into five separate extradimensional spaces, each of which can hold up to 20 gallons. These spaces do not mix or overlap, so the contents are kept separate and uncontaminated; in addition, they can safely store volatile substances such as acid or alchemist’s fire. The different spaces can be accessed by twisting the stopper so that a different gem faces the front of the flask, which can be done as a swift action. The flask can pour out a maximum of one pint per round (or a single flask of an alchemical substance) into a square within the wielder’s reach. If broken, the flask is ruined and all contents are lost in extradimensional space.

Construction Requirements
Craft Apparatus, Warp sphere (Extradimensional Storage (space)); Cost 500 gp

Bracelet of Everlasting Friendship [TS]

Aura moderate Protection; CL 6th
Slot wrist; Price 72,000 gp; Weight 4 lbs.

This gold bracelet grants its wearer the Friendship aegis, which allows all of their allies to exclude them from many sphere effects and supernatural abilities that affect an area. Casters often give this bracelet to their warrior friends, allowing them to cast their most destructive attacks with no fear of hitting their beefy barrier.

Construction Requirements
Craft Apparatus, Protection sphere (Friendship (aegis)); Cost 36,000 gp

Brawler’s Vest [TS]

Aura moderate Enhancement; CL 10th
Slot body; Price 13,000 gp; Weight 1 lb.

When worn, this vest allows any practitioner with at least 1 talent in an unarmed sphere (Boxing, Brute, Open Hand, or Wrestling) to calculate their damage with unarmed strikes as if they knew four additional talents from unarmed spheres. In addition, the wearer gains a +1 dodge bonus to their armor class. These effects do not stack with the monk’s robe or similar items. If the wearer does not have any talents in unarmed spheres or Improved Unarmed Strike, they may instead gain Improved Unarmed Strike as a bonus feat or the base effects of an unarmed sphere.

Construction Requirements
Craft Apparatus, Enhancement sphere (Natural Enhancement); Cost 6,500 gp

Cloak of Weather Resistance, Minor [TS]

Aura moderate Weather; CL 5th
Slot shoulders; Price 20,000 gp; Weight 2 lbs.

Minor cloaks of weather resistance allow the bearer to treat one type of weather as two steps less severe. Most buyers only purchase these items if they or their allies are powerful weather mages, or if they plan to go into areas of extremely dangerous weather.

Construction Requirements
Craft Apparatus, Weather sphere (Clear Skies (mantle, all)); Cost 10,000 gp

Cloak of Weather Resistance, Greater [TS]

Aura moderate Weather; CL 5th
Slot shoulders; Price 30,000 gp; Weight 2 lbs.

Greater cloaks of weather resistance allow the bearer to treat all types of weather as two steps less severe.

Construction Requirements
Craft Apparatus, Weather sphere (Clear Skies (mantle, all)); Cost 15,000 gp

Crimson Flask

Aura faint Blood; CL 5th
Slot none; Price 2,000 gp (least), 8,000 gp (lesser), 16,000 gp (greater); Weight 1 lb.

Description
Creatures with the Reservoir feat may spend a full-round action filling this flask with stolen blood, transferring blood points into the flask. The quality of the flask determines how many points it may hold: least - 2, lesser - 4, greater - 6. Reservoir points do not expire while in the crimson flask. A creature possessing the flask may open it as a move action. While holding an open flask, the holder may spend reservoir points as if those points were in its reserve.

Construction Requirements
Craft Apparatus, Blood sphere; Cost 1,000 gp (least), 4,000 gp (lesser), 8,000 gp (greater)

Doom Cannon

Aura moderate Destruction; CL 10th
Slot none; Price 50,000 gp; Weight 4,500 lbs.

Description
A huge cylinder, protecting an array of magically treated focusing crystals, mounted on a wheeled carriage. The doom cannon may be moved, aimed, and fired as a mundane fiendsmouth cannon1, but requires no ammunition or loading. The cannon deals 10d6 untyped damage as per the Disintegration talent with a range of 200 feet with a x2 critical multiplier, or automatically destroys a 10-foot cube of nonliving matter. If a doom cannon with the broken condition experiences a misfire, the blast damage is dealt in a 20-foot radius of the cannon and the weapon is destroyed.

Construction Requirements
Craft Apparatus, Destruction sphere (Disintegrate (advanced, blast type)); Cost 25,000 gp
1: Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC

Dragonstone [TS]

Aura moderate Alteration; CL 10th
Slot neck; Price 140,000 gp; Weight 2 lbs.

Dragonstones are extremely rare, powerful gems set into golden necklaces. When donned, they shapeshift the user as per the Dragon Transformation talent, with a doubled breath weapon size, two wings with a fly speed of 50 feet and maneuverability (poor), and two size category increases (to a maximum of Huge). Dragonstones always transform the bearer into the same type of dragon, with the same choice for their breath weapon, which are chosen when this item is crafted. Most dragonstones are made from gems of the same color as the type of dragon they turn the user into, and the necklace grows with the wearer to continue fitting at their larger size.

Construction Requirements
Craft Apparatus, Alteration sphere (Avian Transformation (transformation), Dragon Transformation (transformation), Size Change); Cost 70,000 gp

Field Researcher’s Lenses

Aura faint Divination and Destruction; CL 10th
Slot eyes; Price 15,000 gp; Weight -

Description
These glasses are sturdier than they look, and stay unnaturally clean as grime slides off them. When worn by someone with the studied strike class feature (such as an investigator), the damage from his or her studied strike increases by 1d6. In addition, whenever they make a studied strike, they may spend a spell point to double the number of dice rolled.

Construction Requirements
Craft Apparatus; Cost 7,500 gp

Foldable Circle

Aura moderate Conjuration; CL 6th
Slot none; Price Small 2,000 gp, Medium 4,000 gp, Large 8,000 gp, Huge 16,000 gp; Weight Small 1 lb., Medium 4 lbs., Large 16 lbs., Huge 64 lbs.

Description
A heavy cloth mat with a binding circle worked in silver and cold iron threads. A Small circle may be deployed as a standard action (or two creatures performing move actions), a Medium or Large may be deployed as a full-round action (or two creatures performing standard actions or four creatures performing move actions), and a Huge deployed as a 1 round action (or two creatures performing full-round actions or four creatures performing standard actions) and may be gathered and stowed with the same actions. These actions provoke attacks of opportunity.

Once deployed, the circle counts as having a prepared summoning circle made with a successful DC 20 Spellcraft check per the Diagram advanced Conjuration sphere talent. This circle is harder to break than a normal circle, requiring the foldable circle to be moved or destroyed to free the summoned creature, though an object falling across the diagram still disrupts it until it is cleared. A given foldable circle can only be used to hold creatures up to its size. Attempts to hold a larger creature result in not gaining any benefit from the foldable circle. A foldable circle has hardness 2 and 10 hit points plus 10 hit points per size category above Small.

Construction Requirements
Craft Apparatus, Conjuration sphere (Diagram (advanced)); Cost Small 1,000 gp, Medium 2,000 gp, Large 4,000 gp, Huge 8,000 gp

Force Hook

Aura faint Telekinesis; CL 4th
Slot none; Price 1,000 gp; Weight 1 lb.

Description
This short metal rod fits well into the hand and is small enough that it is barely longer than a clenched fist. You may activate it as a move action and cause it to telekinetically hook on to a solid, inanimate surface within 200 feet, allowing it to act as if you had a rope securely linked between the rod and that surface. A second move action causes the hook to retract, drawing the rod and its wielder towards the surface at a rate of 50 feet per round. You may also use a free action to disconnect the hook from any surface it is attached to. The hook can support a load of up to Huge size.

Construction Requirements
Craft Apparatus, Telekinesis sphere (Tether); Cost 500 gp

Gleam Brush

Aura faint Light; CL 3rd
Slot none; Price 200 gp; Weight

Description
A gleam brush takes the form of a handheld brush with a wooden handle decorated with colored whorls and spirals. This magic brush is considered a masterwork tool for appropriate Craft skills (such as calligraphy or painting) and creates ink of any color, changing to any color the user imagines as a free action; the ink glows, increasing the light level by one step 5 feet around it. The ink created by a gleam brush is nonmagical and permanent, and may cleaned up or removed from surfaces as normal ink can. A gleam brush never runs out of ink. Different styles of brush can be found and produced, ranging from fine tipped ink brushes to wide, thick paintbrushes, but they are always small enough to be held in one hand.

Construction Requirements
Craft Apparatus, Light sphere (Style); Cost 100 gp

Gold Sink [TS]

Aura faint Creation; CL 10th
Slot none; Price varies (see text); Weight varies (see text)

The gold sink is an unusual magic item. While it starts its existence with a price of just 100 gp and looking like a thin golden bowl, it is possible to increase the value of the gold sink by pouring coins, gems, and similarly precious items into its basin. The sink absorbs them and grows equally heavier and more expensive as valuables are added to it, automatically adjusting its shape and size to display as many non-coin treasures on its surface as possible. For example, it may display jewels around a mirror, or display a painting on a panel. This absorption cannot be reversed except by means of a miracle or wish spell, which can convert up to 10% of the gold sink’s highest ever value into their original components (shrinking the sink appropriately).

Construction Requirements
Craft Apparatus, Creation sphere (Costly Creation (advanced), Fabricate (advanced), Forge (alter), Larger Creation, Magnify/Minimize (alter), Permanent Change (advanced), Replication); Cost 50 gp

Gremlin Bells

Aura faint Fallen Fey and Protection; CL 3rd
Slot none; Price 1,000 gp; Weight 1 lb.

Description
These delicate bells, no more than an inch high each, are crafted from bronze, brass, or other semi-precious metals and strung up over doors, windows, or objects which the owner wishes to keep from gremlins. Gremlins that comes within 20 feet of a set of bells affixed to an object are nauseated and prevented from using any supernatural or spell-like abilities.

Construction Requirements
Craft Apparatus, Fallen Fey sphere, Protection sphere; Cost 500 gp

Grig Fiddle

Aura faint Fallen Fey and Mind; CL 3rd
Slot none; Price 8,200 gp; Weight 2 lbs.

Description
This exquisitely made fiddle bears fine carvings depicting fey and mortals cavorting joyously. In addition to being a masterwork stringed instrument, a skilled player can mimic the enchanting music of the grig, compelling those around them to dance. As a standard action, the bearer may play, forcing all creatures within a 20-foot radius to dance and caper unless they succeed on a Will save with a DC equal to 10 + 1/2 the player’s rank in Perform (strings) + the player’s Charisma modifier. This effect lasts for as long as the creature remains within the area of effect. The bearer may continue to play as a standard action. Treat this effect as being staggered. Once a creature succeeds at the save against a grig fiddle, it is immune to that fiddle for 24 hours. This is a sonic mind-affecting compulsion effect.

Construction Requirements
Craft Apparatus, Fallen Fey sphere, Mind sphere; Cost 4,200 gp

Headband of Psionic Reach [TS]

Aura faint Mind; CL 3rd
Slot headband; Price 18,000 gp; Weight 1 lb.

This ornate cloth headband has strange runes sewn into it. When worn by a character with the psionics class feature - usually symbiats - it increases the range of two of the character’s psionic powers by 30 feet. The psionic powers that benefit from this item can be changed whenever the user regains spell points, but must have an initial range of at least 60 feet.

Construction Requirements
Craft Apparatus, Mind sphere; Cost 9,000 gp

Keyhome

Aura strong Warp; CL 15th
Slot none; Price 40,000 gp; Weight

Description
Though their shape and style can drastically differ, every keyhome takes the form of a key, typically attached to a chain or keyring. As a standard action the key can be turned as if in a lock to open a 10-foot square doorway to an extradimensional space unique to that key. The extradimensional space has a volume of ten 10-foot cubes arranged contiguously, with the exact layout being determined when the keyhome is made. Anything placed within the extradimensional space remains there even when the doorway is closed, and travels with the keyhome. The key can be used to close the doorway with a standard action.

If the doorway is shut from the inside, the doorway remains visible where it was created, but without the key it must be forced open with a Strength check (DC 25) or slipped through with an Escape Artist check (DC 30). Anyone on the inside can force their way out with the same checks even if there is no doorway, appearing in the nearest open space to the key. The extradimensional space takes on some of the properties of the area the key itself is in even when the doorway is shut; air seeps in, and the light level and temperature of the space are often influenced by the outside, though the magic serves to dampen extremes, so that the temperature only ranges between 40 to 90 degrees Fahrenheit (4 to 32 degrees Celsius) and the normal light level is never less than dim or bright enough to prove blinding.

Construction Requirements
Craft Apparatus, Warp sphere (Extradimensional Room (2x) (space), Extradimensional Storage (space)); Cost 20,000 gp

Lantern of Full Sight

Aura moderate Light; CL 9th
Slot none; Price 54,000 gp; Weight 4 lbs.

Description
This lantern creates bright light in a 70-foot radius, and raises the light level by one step to a maximum of normal light for 70 feet beyond this. Any invisible creature within this area of bright light becomes immediately visible, losing all benefits of invisibility.

Construction Requirements
Craft Apparatus, Light sphere; Cost 27,000 gp

Medic Satchel

Aura faint Creation; CL 2nd; Scaling wonder
Slot belt or chest; Price 250 gp; Weight 1 lb.

Description
This white leather satchel is embossed with a healer’s insignia (usually the symbol of a deity with the healing domain). The bag has clasps that allow it to be easily attached to either the waist or the chest. Inside the satchel are various bandages normally found inside a healer’s kit. A medic satchel has enough bandages for 10 uses of a healer’s kit (called charges). Unlike the kit however, this satchel regains all charges at the beginning of each day, and can be fully recharged instantaneously by spending 1 spell point. Also like the healer’s kit, the medic satchel grants a +2 circumstance bonus to Heal checks, and counts as a healer’s kit for the purpose of skills, feats, or abilities.

3rd Level – 750 gp: The medic satchel now grants a +4 circumstance bonus to Heal checks.
4th Level – 1,500 gp: The medic satchel now regains its charges 8 hours after the first charge is used.
5th Level – 2,625 gp: The medic satchel now grants a +6 circumstance bonus to Heal checks.
6th Level – 4,000 gp: The medic satchel now regains its charges 4 hours after the first charge is used.
7th Level – 5,875 gp: The medic satchel now grants a +8 circumstance bonus to Heal checks.
8th Level – 8,250 gp: The medic satchel now regains its charges 2 hours after the first charge is used.
9th Level – 11,500 gp: The medic satchel now grants a +10 circumstance bonus to Heal checks.
10th Level – 15,500 gp: The medic satchel now has unlimited charges.

Construction Requirements
Craft Apparatus, Creation sphere; Cost 7,750 gp

Miniature Orrery

Aura faint Divination; CL 4th
Slot none; Price 1,000 gp; Weight 1 lb.

Description
This small brass sphere fits easily into the hand, and with a command becomes transparent, revealing the motes of light moving within it. Each mote represents a celestial body, and put together the lights of a miniature orrery accurately depict their current positions in the sky. Using a miniature orrery you can always determine the precise time and which direction true north lies in relation to yourself. In addition, it grants a +4 circumstance bonus on Survival checks made to avoid getting lost, and with a DC 20 Knowledge (geography) check you can determine your approximate location in the world and the current date.

Construction Requirements
Craft Apparatus, Divination sphere, Light sphere; Cost 500 gp

Patch Hole

Aura moderate Warp; CL 6th
Slot none; Price 7,500 gp; Weight

Description
A patch hole is a black circle of cloth nearly identical in appearance to a portable hole. It is 6 feet in diameter, can be folded as small a pocket handkerchief, and lightly adheres to surfaces it is spread against, allowing it to easily be placed on ceilings and walls. When fully spread on a surface it bends space, creating a cylindrical hole 10 feet deep in whatever surface it was placed on. The created hole lasts for 1 minute before reverting to cloth, and may be activated three times per day as a standard action. A patch hole otherwise functions as Create Gap.

Construction Requirements
Craft Apparatus, Warp sphere (Create Gap (space)); Cost 3,750 gp

Periapt of Peace

Aura faint Fate; CL 1st
Slot neck; Price 50 gp; Weight 1/10 lb.

Description
This small golden amulet is intricately wrought and holds a single iridescent gem. While willingly worn by a creature (and no abilities can fool it into thinking somebody willingly wants to wear it, including those from mythic sources), this item prevents any of the wearer's attacks from bringing a creature to 0 hit points or lower. This includes their weapon attacks, spells, sphere effects, or even triggering environmental traps on foes. While worn in the neck slot, this item does not count against the user's magic item slots, and a creature may wear another item in that slot.

Construction Requirements
Craft Apparatus, Merciful spell, Fate sphere (Mercy); Cost 25 gp

Pocket of Holding

Aura faint Warp; CL 3rd
Slot none; Price 200 gp; Weight 1/2 lb.

Description
This small cloth bag easily fits in the hand, but opens into an extradimensional space that can store up to 1 cubic foot of material or 10 pounds. They can also be designed as pockets and sewn into normal or magical clothing.

Construction Requirements
Craft Apparatus, Warp sphere (Extradimensional Storage (space)); Cost 100 gp

Primordial Clay

Aura faint Creation; CL 5th
Slot none; Price 150 gp per pound; Weight 1 lb.

Description
This substance has a light gray color and is frequently found in hardened balls. Characters with the Creation sphere quickly recognize what it is. Primordial clay is extremely easy to manipulate with magic, and a sphere caster can use it in concert with their Creation sphere abilities. Whenever the sphere caster creates an object with weight equal to or less than the amount of primordial clay they possess (and wish to use), they may use the clay, forming it into whatever they wish to create.

The clay changes shape and even changes what type of matter it is - it can become any material the caster can manipulate, but it can not transform into anything biologically reactive or chemically explosive (like alchemical components or food) or any form of gemstone. When the caster uses the clay this way, it retains its shape indefinitely, or until they use it again. It is trivial for a Creation caster to transform the clay into something wearable, so it is always a free action to draw the clay into their hand.

Construction Requirements
Craft Apparatus; Cost 75 gp per pound

Quill of Endless Ink

Aura faint Creation; CL 1st
Slot none; Price 80 gp; Weight -

Description
This feather quill is perpetually supplied with ink, creating enough to write continuously, though never dripping. The quill usually comes with a small metal carrying case capable of safely holding up to three quills. Some quills are created with special inks; 5 vials of the special ink are consumed in the process of crafting a quill with a special ink. Each quill can only use one type of ink.

Construction Requirements
Craft Apparatus, Creation sphere; Cost 40 gp

Ring of Elemental Conflux [TS]

Aura faint Destruction; CL 3rd
Slot ring; Price 18,000 gp; Weight 1 lb.

This shiny silver ring contains a single (blast type) talent that the wearer can use as if it were their own while they are wearing it. When worn by a character with the favored element class feature, it changes their first favored element to the blast type group that the talent this ring contains belongs to. If the blast type talent does not belong to an existing group, the GM should create a new group for it. This bonus does not stack with any other favored elements a character has, and a character cannot wear more than one of these rings; if they try to, all of them stop functioning until a creature is only wearing one of them.

Construction Requirements
Craft Apparatus, Destruction sphere (any (blast type) talent); Cost 9,000 gp

Rod of Lifegiving [TS]

Aura moderate Life; CL 6th
Slot none; Price 72,000 gp; Weight 4 lbs.

This slender white rod is about three feet long and carved with symbols of life. Often dubbed “the healstick” by adventuring parties, it is far more expensive than most rookie groups can afford but held in high regard by adventuring parties who understand its true value. While held, the rod of lifegiving provides fast healing 1 to the holder.

Construction Requirements
Craft Apparatus, Life sphere (Revitalize); Cost 36,000 gp

FAQ: Is That Price Correct? (Boots Of The Earth Are Cheap, Devs!)

Yes, the price is correct. The Rod of Lifegiving is in an interesting spot because of the way crafting rules work for ongoing healing effects. A lesser version of this item, granting temporary HP, would be approximately 50,000 gp. Yes, we are aware of the existence of Boots of the Earth, which are absurdly underpriced for the benefit they provide. (The Earth Warrior's Boots over in Marvelous Items are a much more realistic version of that item.) This is a case where price-matching to a similar item is not actually appropriate. Instead, this item is intentionally expensive to make it difficult for people to craft earlier in their careers. It works much better when given out as treasure

Rod of Spell Disruption

Aura faint universal; CL 5th
Slot none; Price 10,000 gp; Weight 8 lbs.

Description
The length of this cold iron rod is covered in intricate runes. The wielder of this rod may attempt to dispel an ongoing magical effect within 150 feet as per the Counterspell feat. The rod possesses an MSB of +5. This rod may also be used as a readied action to counterspell an effect per the same feat. This rod may be improved, increasing its MSB by +1 for every 2,000 additional gp spent (1,000 gp additional cost when crafting), but its MSB cannot exceed that of the creature crafting or improving it.

Construction Requirements
Craft Apparatus, Creation sphere; Cost 5,000 gp

Scourging Symbol [TS]

Aura strong War; CL 20th
Slot any; Price 80,000 gp; Weight 2 lbs.

This fearsome symbol is a controlled portal attuned to the elemental planes, marked onto a metal plate that can be worn in any of the bearer’s magical item slots. Whenever an enemy is within 50 feet, even if not detected by the wearer, this symbol pulses once each round and deals 10 acid, cold, electricity, or fire damage to all enemies within range. This is a spread effect and can go around corners, but does not penetrate solid barriers or damage objects (unless those objects are enemies).

The wearer can change what type of damage a scourging symbol does as a standard action. However, the scourging symbol is also intensely cursed, causing drawbacks for its wearer that can only be alleviated by expending significantly more resources when creating it. While worn, the scourging symbol applies the effects of the Draining Casting, Magical Signs, Mental Focus, Painful Magic, and Rigorous Concentration casting tradition drawbacks to the wearer. The penalties from these drawbacks stack if the wearer already has the drawback. For example, the DC increase for Rigorous Concentration would become +20 instead of +10, while Mental Focus would require regaining focus twice. The scourging symbol must be worn by a spherecaster to function; non-casters are unable to manage its energies.

Construction Requirements
Craft Apparatus, War sphere (Scourging Totem (totem)); Cost 40,000 gp

Seamstress Cuffs

Aura faint Creation; CL 2nd; Scaling prize
Slot wrists; Price 150 gp; Weight 1/2 lb.

Description
These intricately made cuffs veil a collection of pearl-headed pins behind beautiful embroidery, and spare needles between the seams. If a pin or needle becomes damaged, or otherwise distances itself from the cuffs for more than 400 feet, the old pin or needle becomes destroyed, and a new one is instantaneously created on the cuff. Pulling on a single thread of the embroidery will cause it to slowly unravel itself until cut, although no more than 400 feet of thread may be produced by the cuffs per day.
5th Level – 1,825 gp: The wearer may as a standard action (or immediate action if he spends a spell point) activate the cuffs to create or modify a non-magical set of clothing whose total value cannot exceed that of 10 gp. The seamstress cuffs may only create or modify the clothing of a willing creature within range of touch. The created or modified clothing is permanent, but the seamstress cuffs can only have up to 2 suits of clothing created or modified in this manner at a time; creating or modifying a suit of clothing beyond this limit causes the oldest suit of clothing to return to disappear/return to its original state.
7th Level – 3,825 gp: The seamstress cuffs can now create or modify clothing whose total value cannot exceed that of 50 gp, and may have up to 4 suits of created or modified clothing at a time.
9th Level – 6,225 gp: The seamstress cuffs can now create or modify clothing whose total value cannot exceed that of 100 gp, and may have up to 6 suits of created or modified clothing at a time.
11th Level – 12,225 gp: The seamstress cuffs can now create or modify clothing whose total value cannot exceed that of 500 gp, and may have up to 8 suits of created or modified clothing at a time.

Construction Requirements
Craft Apparatus, Creation sphere (Expanded Materials (material), Exquisite Detail); Cost 6,112 gp

Shackles of the Unbroken Circle

Aura moderate Mind; CL 10th
Slot none; Price 4,015 gp; Weight 2 lbs.

Description
These mithril manacles bear intricate, ever-shifting magical runes arranged into impossibly complex knot-work. While they can be used as mundane mithril manacles, their true value is far greater. When multiple creatures with sphere casting ability are cuffed together in a circle (requiring one set of shackles per individual) and at least one possesses the Circle Casting feat, all creatures in the circle are treated as having the Circle Casting feat until the circle is broken. All creatures wearing the shackles gain the entangled condition, though this entanglement does not apply to any checks made as part of casting.

Any creature that does not have the Circle Casting feat only counts as half a creature for determining the caster level bonus available from the feat. Creatures without casting ability in the circle prevent its completion and no benefit is gained until they are removed. A creature may don or remove the shackles as a standard action. No creature can move more than 5 feet from the creatures adjacent to it in the circle.

Construction Requirements
Craft Apparatus, Circle Casting; Cost 3,015 gp

Spell Warded Brace

Aura overwhelming Protection; CL 20th; Scaling wonder
Slot feet, neck, or wrists; Price 90 gp; Weight 1 lb.

Description
This brace, while made primarily of adamantine, is also combined with a silver and cold iron alloy. If placed against a limb of a creature (a touch attack), the brace will go viscous and change size so to fit and latch onto that creature.

The spell warded brace is considered a piece of cursed equipment, and may only be magically removed from a creature with a successful use of the Break Enchantment talent (or similar ability). Any spell or sphere ability attempting to remove the brace must succeed on a magic skill check beating a DC 20. The brace has no other effect unless it is attached to a creature of significant level or Hit Dice to unlock its other abilities.

The brace, if brought into an antimagic field or similar effect, hardens and can then be removed by force or finesse. A successful Strength check DC 35 can break free (this does not damage the item), while a successful Escape Artist check DC 40 will allow the equipped creature to slip free of the brace.

4th level — 1,800 gp: Any creature attempting to use a magical ability while the spell warded brace is equipped, must first succeed on a magic skill check DC 17. Creatures without a magic skill bonus are considered to have a bonus of +0. Failing the check means the magical ability had no effect, wasting any used resources (such as spell points, slots, or daily uses as appropriate).
8th level — 9,900 gp: The magic skill check necessary to use magical abilities is increased to a DC 23.
12th level — 32,400 gp: The magic skill check necessary to use magical abilities is increased to a DC 29.
16th level — 94,500 gp: The magic skill check necessary to use magical abilities is increased to a DC 35.
20th level — 264,000 gp: The magic skill check necessary to use magical abilities is increased to a DC 41.

Construction Requirements
Craft Apparatus, Protection sphere (Spell Ward), Counterspell; Cost 132,000 gp

Steel Idol

Aura faint Enhancement; CL 5th
Slot none; Price 15,000 gp; Weight 1 lb.

Description
This small, metal sculpture is about the same size as a holy symbol, and can be mistaken for such. Any caster who can create sphere effects that cover an area can attach the area of effect to the idol if he is touching it. The resulting area moves with the idol. The caster cannot concentrate on an area attached to a steel idol, and an area of effect can not be attached to the idol while another area of effect ability is already attached to it.

Construction Requirements
Craft Apparatus, Enhancement sphere; Cost 7,500 gp

Storage Sphere

Aura faint Warp; CL 15th
Slot none; Price see below; Weight 1 lb.

Description
This fist-sized sphere is made of cool, surprisingly sturdy glass, and is used to easily store vehicles and large structures. Spending three rounds pressing a storage sphere against an unattended object stores the object, causing a miniature model of the object to appear within the sphere. The wielder can spend another three rounds to remove the object within, placing it in an adjacent unoccupied space. This space must also be a suitably supportive surface for the object: a boat cannot be placed in midair, or a wagon in an ocean. Only one object can be stored in the sphere at a time; any objects in the sphere must be removed before new objects can be stored. The maximum size object a sphere can hold depends on the sphere’s type, as shown on the table below.

Table: Storage Sphere
Sphere Type Size Limit Price
I Medium 7,500 gp
II Large 10,000 gp
III Huge 15,000 gp
IV Gargantuan 25,000 gp
V Colossal 40,000 gp
VI Colossal+ 60,000 gp
VII Colossal++ 90,000 gp

Construction Requirements
Craft Apparatus, Warp sphere (Extradimensional Space (space), Store Structure (advanced)); Cost 3,725 gp (type I), 5,000 gp (type II), 7,500 gp (type III), 12,500 gp (type IV), 20,000 gp (type V), 30,000 gp (type VI), 45,000 gp (type VII)

Talisman of Lead

Aura faint Death; CL 5th
Slot none; Price 6,000 gp; Weight -

Description
The ashes of a great sage or wise man have been stored in this bauble, allowing a character with the bound nexus class feature to consult with the soul. As a full-round action, the character may telepathically speak to the soul within, and gain a +2 insight bonus to any Knowledge check made that round. In addition, the soul may be expended as any other soul in the character’s bound nexus. The soul becomes available again 24 hours later. During that time, the character can not consult with the soul (as it is absent).

Construction Requirements
Craft Apparatus; Cost 3,000 gp

The Golden Flute [TS]

Aura strong Death, Destruction and Life; CL 20th
Slot none; Price 200,000 gp; Weight 4 lbs.

This simple flute does not distinguish itself much except for being made out of pure gold.

If the wielder plays the flute as a standard action it releases a 30-foot burst of sound and energy centered on the user. Creatures in this burst (excluding the user) suffer 20d4 sonic damage (halved with a successful Reflex save), while undead creatures suffer 20d8 damage. Creatures damaged by this effect must succeed at a DC 20 Fortitude save or be deafened for 2d4 rounds. When playing the flute the user must succeed at a DC 35 Perform (wind) check with the flute. For every 2 points by which this Perform check falls short of this DC reduce the damage dealt by 1 die, and for every 4 points short reduce the save DCs by 1.

However that is only the primary ability of the flute, and belies a darker nature. The flute is actually the weakened prison of a corrupt great wyrm gold dragon that possesses the secrets of Life and Death. While imprisoned in the flute it is immortal, but subtly exudes its influence on those that wield it - sharing its power but corrupting the user in the process.

Statistics
Alignment chaotic evil
Int 26, Wis 27, Cha 26, Ego 40
Senses 30 ft., blindsense
Languages empathy (but knows Celestial, Common, Draconic, Elven, Halfling, and Abyssal)
Abilities: The golden flute casts as a CL 19th incanter, with a knowledge of 15 Life and 15 Death sphere talents. It also possesses the Addictive Casting drawback, which it applies secretly to the spells it allows its wielder to cast.

Construction Requirements
Craft Apparatus, Destruction sphere (Admixture, Incandescent Blast (blast type), Sculpt Blast (blast shape), Thunder Blast (blast type)); Cost 100,000 gp
Crafting Tradition
Drawbacks Skilled Casting, Verbal Casting, Qualities Binding, Boons Resilient

Thunder Culverin

Aura faint Destruction; CL 5th
Slot none; Price 24,000 gp; Weight 4,500 lbs.

Description
A large cylinder, one end flared into a dish shape, mounted on a wheeled carriage. The thunder culverin may be moved, aimed, and fired as a mundane large cannon, but requires no ammunition or loading. The culverin deals 6d4 sonic damage as the Shattering Blast talent with a range of 160 feet at a x2 critical multiplier. If a thunder culverin with the broken condition experiences a misfire, the blast damage is dealt in a 20-foot radius of the thunder culverin and the weapon is destroyed.

Construction Requirements
Craft Apparatus, Destruction sphere (Shattering Blast (blast type, sonic)); Cost 12,000 gp

Tome Of Very Forbidden Lore [TS]

Aura moderate Divination; CL 3rd
Slot none; Price 18,000 gp; Weight 3 lbs.

This tome is said to have been written by a mischievous goddess of paradoxes. Once per day, if the user would suffer backlash from using their forbidden lore feature, they can negate that backlash by using this tome as a free action. Each time they do this, there is a cumulative 1% chance they suffer insanity (treat this as permanent confusion; this is not a mind-affecting effect and can affect creatures of any type). The insanity chance does not go down even if the character’s inflicted insanity is cured, and all other tomes of very forbidden lore have the same insanity chance for that character. However, a character can reduce the insanity chance of a tome of very forbidden lore once per week by offering a tube of meat placed between two similarly-shaped lengths of bread to their bonded tome; this reduces the insanity chance by 1, but only if the ritual is performed on a Friday (or the setting’s closest equivalent). A user must carry a tome of very forbidden lore for 24 hours in order to begin benefiting from it, and can only benefit from the effects of one tome at a time.

Construction Requirements
Craft Apparatus, creator must be a thaumaturge; Price 9,000 gp

Tower of Impregnable Defense

Aura strong Destruction, Protection; CL 15th
Slot none; Price 255,000 gp; Weight 3 tons

Description
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 feet of the tower without speaking the password aloud, the tower immediately erects a force barrier in a circle extending 15 feet around itself. This barrier possesses 150 hit points and has a Break DC of 32. In addition, if the target remains within 60 feet of the tower, they are struck every round for 15d6 electricity damage originating from the tower (Reflex half), which can penetrate the barrier.

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, its hit points only replenishes at a rate of 10 per hour. If the barrier is destroyed, it cannot reform for 24 hours.

Construction Requirements
Craft Apparatus, Destruction sphere, Protection sphere; Cost 127,500 gp

Voice Shifter [Wiki]

Aura moderate Illusion; CL 6th
Slot neck; Price* 4,000 gp; **Weight 2 lbs.

Description
This dull metal choker presses firmly against the user's neck, though not tightly enough to choke. As a standard action, the user can use this item to adjust the rate, volume, pitch, articulation, and pronounciation of their voice. This change is not accurate enough to mimic a specific creature, but it can resemble any gender or species, including accents in any language the user can speak in. It cannot create sounds louder than the user is normally capable of.

Construction Requirements
Craft Apparatus, Illusion sphere (Illusionary Sound (sensory, sound)); Cost 2,000 gp

Warg Pelt

Aura moderate Alteration; CL 6th
Slot shoulders; Price 8,000 gp; Weight 1 lb.

Description
This cloak, made from the hide of a slain warg, grants the wearer the ability to assume its likeness. This item functions as an apparatus of Alteration with the Animalistic Transformation talent (limited to the shape of a warg) and grants darkvision 60 feet as an additional trait.

Construction Requirements
Craft Apparatus, Alteration sphere (Animalistic Transformation (transformation)); Cost 4,000 gp

Waystone

Aura strong Warp; CL 16th
Slot none; Price 20,000 gp; Weight 200 lbs.

Description
A smooth, rounded stone engraved with glowing purple lines, a waystone is a useful tool for any practitioner of teleportation magic. As a standard action a spellcaster with the Warp sphere can invest a spell point into a touched waystone to gain access to its power. This invested spell point is spent and does not replenish so long as it is invested, though the spellcaster can end their investment with a standard action at any distance from the waystone, and an invested spell point only remains invested for up to a year before fading. A spellcaster with a spell point invested in a waystone can teleport themselves back to the waystone regardless of how far away it is, so long as it is on the same plane. Teleporting back to the waystone ends the spell point investment, allowing it to be recovered normally and requiring a new spell point to be invested to use the waystone again. Any number of spellcasters can invest a spell point in a waystone, and they are often installed in important locations.

Construction Requirements
Craft Apparatus, Warp sphere (Teleport Beacon (space)); Cost 10,000 gp

Mythic Apparatuses

Doomguard [MCS]

Aura moderate Fate; CL 10th
Slot neck; Price 160,000 gp; Weight 1 lb.
Usually crafted by only the most paranoid and wealthy individuals and formed into the shape of a simple pendant that is easy to wear, the doomguard is capable of protecting its wearer and those around them from catastrophe. This functions as the Fate sphere Elude Fate advanced talent and affects all allies of the doomguard’s bearer who are within 50 feet. This effect is not subject to spell resistance, although it can be negated by antimagic.

The doom’s circumstances must be chosen when this item is crafted, but the effect is otherwise permanent within its radius and the doom in question cannot reduce a creature below 1 hit point regardless of the circumstances. Once a creature has avoided the doom, they lose the doomguard’s protections for 1 hour. For example, if the doomguard prevents death by fire, then no amount of fire damage (regardless of the source) can kill creatures within the doomguard’s range while they are protected by it. As an immediate action, a mythic creature can expend one use of mythic power to avert all dooms for one round. This prevents all effects from reducing an affected creature’s hit points below 1 for that round, but after this the doomguard loses all effects for 24 hours.
Construction Requirements
Craft Apparatus, Mythic Crafter, Fate sphere (Echoing Word [mass], Elude Fate (advanced)); Cost 80,000 gp

Fairy Monarch’s Brooch [MCS]

Aura faint Fallen Fey; CL 5th
Slot chest; Price 40,000 gp; Weight 1/10 lb.
This slim wooden badge is covered in intricate sylvan runes. As a standard action, a creature bearing a fairy monarch’s brooch can determine the direction to the closest fairy ring, and may open any fairy ring as a standard action. This otherwise functions as the Fallen Fey sphere Fairy Ring Traveler talent. A creature bearing a fairy monarch’s brooch always correctly identifies the best ring to leave Faerie from, and a mythic character holding this item may expend one use of mythic power while entering Faerie to choose what time difference applies to their trip.
Construction Requirements
Craft Apparatus, Mythic Crafter, Fallen Fey sphere (Fairy Ring Traveler (advanced)), creator must have the fey creature type; Cost 20,000 gp

Vision Beyond Vision [MCS]

Aura faint Divination; CL 5th
Slot none; Price 50,000 gp; Weight 2 lbs.
This sword appears relatively normal at first glance, and may become a magic weapon in the hands of the right user, but its true strength lies in its divinatory powers. When holding the guard just under their eyes, the holder of vision beyond vision may spend a standard action to gain the benefits of any one sense of the Divination sphere Advanced Alternate Divinations (sense) advanced talent until they change the sense or move the weapon away from their eyes. The user does not need to possess any of the other base spheres normally required to gain these senses. A mythic creature may expend one use of mythic power while activating vision beyond vision to instead divine the location of one creature or object (as the Divination sphere Discern Location (divine) talent).
Construction Requirements
Craft Apparatus, Mythic Crafter, Divination sphere (Advanced Alternate Divinations (advanced, sense), Discern Location (advanced, divine)); Cost 25,000 gp


Spheres of Power by Drop Dead Studios
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