Armor
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Ultimate Spheres of Power
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Treasures of the Spheres
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New Armor

Aegis of Sakura

Aura moderate Nature; CL 2nd; Scaling wonder
Slot armor; Price 2,500 gp; Weight 20 lbs.

Description
This set of light armor appears to be a +1 greenwood leaf armor made from the animated living wood and leaves of the cherry tree. Each spring, the aegis of sakura becomes alive with beautiful cherry blossoms.
5th Level – 3,500 gp: The armor also grants whoever wears it access to the Nature ((plant) package) sphere (which the wearer may cast at CL 2nd). In addition, like a spell engine, the suit also provides a single temporary spell point which must be recharged. This spell point may only be used to power any sphere talents or abilities which the aegis of sakura provides.
7th Level – 6,500 gp: Any sphere talent or ability which the aegis of sakura provides is now cast at CL 4th. In addition to the Nature ((plant) package) sphere, the wearer is also granted access to the Nature’s Carapace talent.
9th Level – 14,500 gp: The aegis of sakura becomes a +1 light fortification greenwood leaf armor. In addition to the Nature ((plant) package) sphere and Nature’s Carapace talent (which the wearer may cast at CL 6th), the armor now provides two temporary spell points which must be recharged after use.
12th Level – 35,500 gp: The aegis of sakura becomes a +2 light fortification greenwood leaf armor. In addition to the Nature ((plant) package) sphere and Nature’s Carapace talent, the armor now provides access to both the Alteration sphere and the Plant Body (body) talent, which are cast at CL 10th.
14th Level – 66,500 gp: The aegis of sakura becomes a +2 moderate fortification greenwood leaf armor. The armor grants access to the Alteration sphere, the Plant Body (body) talent, the Nature ((plant) package) sphere, Create Nature and Nature’s Carapace talents (which the wearer may cast at CL 13th). In addition, the armor now provides three temporary spell points which must be recharged after use.
16th Level – 71,000 gp: The aegis of sakura becomes a +2 heavy fortification greenwood leaf armor. The armor grants access to the Alteration sphere, the Plant Body (body) talent, the Nature ((plant) package) sphere, Create Nature and Nature’s Carapace talents (which the wearer may cast at CL 16th). In addition, the armor now provides four temporary spell points which must be recharged after use.
18th Level – 146,500 gp: The aegis of sakura becomes a +3 heavy fortification greenwood leaf armor. The armor grants access to the Alteration sphere, the Plant Transformation talent, the Nature ((plant) package) sphere, Create Nature and Nature’s Carapace talents (which the wearer may cast at CL 18th). In addition, the armor now provides five temporary spell points which must be recharged.
20th Level – 238,250 gp: The aegis of sakura becomes a +5 heavy fortification greenwood leaf armor. The armor grants access to the Alteration sphere, the Plant Bodytalent, the Nature ((plant) package) sphere, Create Nature, Nature’s Carapace, and Rejuvenation talents (which the wearer may cast at CL 20th). The armor now provides five temporary spell points which must be recharged. In addition, three times per day you may cast any of the sphere talents or abilities granted by the aegis of sakura as if they were extended as though using the Extend Spell feat. This does not increase the casting time or spell point expenditure.

Construction Requirements
Smith Magical Weapons And Armor, Alteration sphere (Plant Body (body)), Nature sphere (Create Nature (geomancing), Nature’s Carapace (spirit), Rejuvenation (spirit)); Cost 119,125 gp

Name Cost AC Bonus Max Dex ACP Arcane Spell Failure Chance Speed (30 ft.) Speed (20 ft.) Weight
Leaf armor 500 gp +3 +5 0 15% 30 ft. 20 ft. 20 lbs

Armor of the Unstoppable Warrior

Aura faint Enhancement and Life; CL 6th; Scaling prize
Slot armor; Price 2,650 gp; Weight 50 lbs.

Description
This +1 full plate is functional and plain. It bears no identifying marks, and resizes to fit any creature between Small and Large size categories. The armor itself is made of polished steel that never tarnishes, and when struck, it sheds light as a torch.
7th Level - 3,525 gp: Once per day as a standard action, the wearer of the armor can grant themselves fast healing 1 for 2 minutes.
8th Level - 4,950 gp: The armor becomes +2 full plate. Additionally, the wearer may use the restore ability of the Life sphere as a 1st level caster twice per day.
9th Level - 6,900 gp: The ability gained at 7th level can be used three times per day.
10th Level - 9,300 gp: The armor becomes +3 full plate.
11th Level - 12,300 gp: Once per day as a standard action, the wearer of the armor may touch a target that died within the last round and heal 1d8+12 hit points. If the target’s new hit point total is at a negative amount greater than its Constitution score, then it comes back to life and stabilizes at its new hit point total. Otherwise the target remains dead. Creatures brought back to life in this manner gain a temporary negative level.
12th Level - 16,200 gp: The armor becomes +4 full plate.
13th Level - 21,000 gp: Once per day, the armor restores 50 hit points to the wearer in response to the wearer’s death. If the wearer’s new hit point total is at a negative amount greater than its Constitution score, then it comes back to life and stabilizes at its new hit point total. Otherwise the target remains dead. Creatures brought back to life in this manner gain a temporary negative level.
14th Level - 27,750 gp: The armor grants fast healing 1 at all times.
15th Level - 36,000 gp: The armor becomes +5 full plate.
16th Level - 47,250 gp: The armor becomes +5 light fortification full plate.
17th Level - 61,500 gp: The armor becomes +5 medium fortification full plate.
18th Level - 79,500 gp: The armor becomes +5 heavy fortification full plate.
19th Level - 102,750 gp: The wearer of the armor becomes immune to ability damage and ability drain.
20th Level - 152,500 gp: The wearer of the armor becomes immune to fear effects and energy drain.

Construction Requirements
Smith Magical Weapons And Armor, Craft Apparatus, Craft Marvelous Item, Enhancement sphere, Life sphere (Restore Health (cure), Restores Senses (cure), Restore Spirit (cure), Resuscitate, Revitalize); Cost 76,250 gp

Friendly Scarves

Aura moderate Enhancement; CL 6th
Slot armor; Price 18,300 gp; Weight 8 lbs.

Description
This set of +2 dancing scarves have been animated in such a way that they seem to blow in the wind even when no wind is present, granting the wearer half their armor bonus even on rounds when the wearer has not moved at least 10 feet. They also add their enhancement bonus to Bluff checks made to feint in combat, which stacks with the circumstance bonus dancing scarves always grant.

Additionally, the wearer may use the scarves as a set of extra hands; the scarves cannot handle weapons or shields well enough to make attacks or provide bonuses, nor can they perform most skill checks or somatic casting components, but they can hold up to 2 hands-worth of items and can grab items within reach or retrieve small, stowed objects carried on the wearer as a swift action. Switching an item from the scarves to a free hand is a free action.

Construction Requirements
Smith Magical Weapons And Armor, Craft Apparatus, Enhancement sphere (Animate Object (enhance)); Cost 9,375 gp

Weeping Demon

Aura strong Blood; CL 12th
Slot armor; Price 76,180 gp; Weight 20 lbs.

Description
The weeping demon is a +4 studded leather armor that bears the shape of a face on its front, as if the whole thing were crafted from the hide of an enormous demonic creature.

It is possible for the wearer of the weeping demon armor to feed blood to the demonic face on the front of the armor; if the wearer has scored a critical hit or dealt bleed damage to a target or is suffering bleed damage themselves, they can feed the blood on their weapon or from their bleeding body to the armor as a standard action, or they can cut themselves with a slashing or piercing weapon and feed it to the armor as a full-round action, dealing 1d4 damage to themselves in the process.

Feeding blood to the armor consumes the blood; this ability can be used as often as the wearer desires, but only if they can produce new fresh blood for each use.

When the weeping demon is fed blood in this manner, it cries blood from its eyes and wails an otherworldly shriek for 12 rounds; stealth becomes all but impossible, and all living creatures who come within 60 feet of the wearer (except for the wearer itself) must succeed at a DC 16 Fortitude save or begin to cry blood from their own eyes; They become blinded until the end of the armor’s effect duration. Targets who come within 60 feet of the target during their turn or begin their turn within this area must attempt this save, and creatures who succeed at their save and continue to remain within the affected area must attempt new saves on future rounds.

Construction Requirements
Smith Magical Weapons And Armor, Blood sphere (Eye Bleed); Cost 38,180 gp


New Shields

Sheltering Shield [TS]

Aura strong Nature and War; CL 15th
Slot none; Price 16,170 gp; Weight 15 lbs.

This +2 green-touched intercepting heavy steel shield is favored by defensive warriors who fight in close proximity to their allies, as it helps them pull their companions out of the way. Some enterprising crafters add the effects of a portable shell to these shields, granting additional ability to raise defenses against unwelcome assaults.

Construction Requirements
Smith Magical Weapons And Armor, Nature sphere, War sphere; Price 8,085 gp

Sheltering Shield, Specialized [TS]

Aura strong Conjuration, Nature and War; CL 15th
Slot none; Price 25,170 gp; Weight 15 lbs.

This +2 defiantUE green-touched intercepting heavy steel shield is similar to its lesser cousin, but with an additional enchantment that raises its protective power against one type of foe. The damage reduction from the defiant special ability does not stack with the damage reduction from the green-touched special ability, but it does apply to attacks after the first each round. Most specialized sheltering shields are tuned to work against undead or some type of evil outsider.

Construction Requirements
Smith Magical Weapons And Armor, Conjuration sphere, Nature sphere, War sphere; Cost 12,585 gp

Shield of Blessings and Curses

Aura moderate Enhancement; CL 10th
Slot shield; Price 2,659 gp; Weight 2 lbs.

Description
The shield of blessings and curses is a +2 light steel shield that can resize itself for whatever creature is wearing it. Whenever the creature wearing the shield is missed by a physical attack by 3 or less (the AC bonus provided by the shield), the shield has blocked the attack and a random wild magic event happens. The character rolls using whichever source of wild magic the GM chooses to use, such as the universal chart from the Wild Magic Handbook, a rod of wonder chart, or another source. However events are determined, the wearer of the shield is considered the caster and the striker of the shield is considered the intended target, if such things are important to the wild magic event created.

A character may create a wild magic effect by striking the shield himself or having an ally do so intentionally.

Construction Requirements
Smith Magical Weapons And Armor, able to cast sphere effects with a wild magic chance; Cost 1,409 gp

Shield of Close Calls

Aura faint Enhancement and Life; CL 5th; Scaling prize
Slot shield; Price 1,575 gp; Weight 5 lbs.

Description
This +1 buckler is thin and light, and has a pair of bronze dice embossed on the front of it. As a move action, the shield of close calls can be changed into an equivalent heavy steel shield and vice versa.
6th Level - 2,400 gp: Once per day as an immediate action, the shield restores 1d8+2 hit points to the wearer in response to the wearer’s death. If the wearer’s new hit point total is at a negative amount greater than its Constitution score, then he comes back to life and stabilizes at his new hit point total. Otherwise the wearer remains dead. Creatures brought back to life in this manner gain a temporary negative level.
7th Level - 3,525 gp: The shield becomes a +2 buckler.
9th Level - 6,900 gp: The shield becomes a +3 buckler.
10th Level - 9,300 gp: Once per day as an immediate action, the wearer of the shield can reroll a failed saving throw. The wearer must take the results of the second roll, even if it is worse.
11th Level - 12,300 gp: The shield becomes a +4 buckler.
12th Level - 16,200 gp: The ability gained from 6th level now restores 1d8+10 hit points, rather than 1d8+2. The ability gained from 10th level is now usable three times per day.
13th Level - 21,000 gp: The shield becomes a +5 buckler.
15th Level - 36,000 gp: The ability gained from 6th level now heals 1d8+30 hit points, rather than 1d8+10.
16th Level - 47,250 gp: The shield becomes a +5 moderate fortification buckler.
17th Level - 61,500 gp: The shield becomes a +5 heavy fortification buckler.
18th Level - 79,500 gp: Once per day in response to the wearer’s death, the shield can revive the wearer on the end of their next round as if the wearer had Greater Resurrection cast on them. This is only used after the ability gained from 6th level has already been used for the day, or if it fails to restore enough hit points.
19th Level - 102,750 gp: When using the ability gained from 18th level, the wearer of the shield also restores 1d8+100 hit points.
20th Level - 150,575: The ability gained at 10th level is now usable at will, as is the ability gained at 15th level.

Construction Requirements
Smith Magical Weapons And Armor, Craft Apparatus, Craft Marvelous Item, Enhancement sphere, Life sphere (Break Enchantment, Greater Resurrection (advanced), Make Whole (advanced), Restore Senses (cure), Restore Spirit (cure), Resurrection (advanced), Resuscitate), Protection sphere (Luck (succor)), War sphere; Cost 75,287.5 gp

Shield of the Vanguard [TS]

Aura faint Protection; CL 3rd
Slot none; Price 2,600 gp; Weight 15 lbs.

This +1 heavy steel shield has ornate heraldry painted upon it and is commonly associated with a kingdom’s military. The user’s reserve pool increases by 1. Additionally, the user may spend a reserve point as an immediate action to gain a +4 enhancement bonus to his CMD against bull rush, reposition, and trip combat maneuvers until the beginning of their next turn.

Flask Shard Effect: The user’s reserve pool increases by an additional point. At +1, the shield of the vanguard becomes a +2 heavy steel shield. At +2, the ability granting a bonus to CMD may be used by expending a reserve point and an attack of opportunity instead of a reserve point and an immediate action, and the shield of the vanguard becomes a +2 intercepting heavy steel shield. At +3, the shield of the vanguard becomes a +4 intercepting heavy steel shield. Flask Shard Limit: +3

Construction Requirements
Smith Magical Weapons And Armor, Protection sphere; Cost 1,300 gp

Souleater

Aura moderate Death; CL 10th
Slot shield; Price 68,000 gp; Weight -

Description
Souleater is a +3 heavy wooden shield with the ghost touch special ability; indeed, the shield itself is weightless and transparent and appears to be ethereal, although it can be touched by corporeal hands without issue.

Whenever the bearer of souleater strikes a melee blow to a target that kills it (such as through a coup de grace), the target must succeed at a DC 17 Will save or have their soul become trapped within the shield. Only one soul can be trapped within the shield at a time; trapping another soul cause the first one to go free, returning it to the afterlife where it belongs.

The wearer of the shield can use the Summon Spirit advanced Death talent upon the soul trapped within the shield; this can be done at will and requires only a full-round action rather than an hour, and is always successful. The wearer of souleater can return the summoned soul to the shield or release it into the afterlife as a free action.

Construction Requirements
Smith Magical Weapons And Armor, Creation sphere (Expanded Materials (material)), Enhancement sphere; Cost 34,000 gp

Stopgap

Aura moderate Creation and Enhancement; CL 10th
Slot shield; Price 10,170 gp; Weight 5 lbs.

Description
Stopgap is a +2 heavy steel shield which can, upon command, grow to an increased size. The shield becomes a 10-foot-by-10- foot wall that is 1 inch thick; if it is in a space where it cannot grow to its full size, then it grows to the largest size that it can, completely plugging the allotted space.

It is possible to use the shield’s wall form to attack creatures in one of two ways; either by flattening them underneath the wall when it is created, or by attempting to trap them with the edge of the shield by pushing them against a wall when the shield grows to its full size and plugs the available space. In both cases any creatures within the affected area are allowed a DC 15 Reflex save to avoid being struck. If they fail they either become trapped by the shield’s wall against another wall (unable to move but still able to act), or suffer 6d8 bludgeoning damage from the falling wall and become prone; they are trapped under the wall and cannot move, but can escape through a DC 20 Escape Artist check.

When the shield has grown into a wall, it is virtually immovable. It has 14 hardness and 25 hit points, and a Break DC of 28.

A creature must be wearing stopgap in order to grow or shrink the shield (a standard action either way). If the wearer removes the shield once it has been grown it remains in its wall form until someone straps the shield on and commands the shield to shrink. If the shield is broken while in wall form, it remains broken when returned to its shield form and cannot return to its wall form until repaired.

Construction Requirements
Smith Magical Weapons And Armor, Creation sphere (Expanded Materials (material)), Enhancement sphere; Cost 5,170 gp


New Armor And Shield Enchantment Sets

Enchantment sets are packages of materials, special abilities, enhancements, and other effects that can be applied to any armor by a character with the relevant crafting feat(s). These are designed to make it easy to figure out the correct cost for the type of an armor a character chooses to wear (rather than making a bunch of similar effects for each of the most popular types). The cost of an enchantment set is added to the cost of the armor and includes the cost of masterwork upgrades. For example, a cost of +18,000 gp means an enchantment set adds 18,000 gp to the base cost of making the armor.

Ballistic Armor Enchantment Set [TS]

Aura moderate Protection; CL 6th
Total Bonus +3; Price +9,150 gp

Usually applied to the heaviest armor sets, ballistic armor provides a +2 enhancement bonus and the anti-ballistic special ability to provide maximum protection against arrows, firearms, and other projectile weapons. Wealthy buyers sometimes use adamantine heavy armor as a base, which adds 15,000 gp to the cost but also provides DR 3/- and helps mitigate the damage of projectile attacks that get through. Ballistic armor is relatively rare, but also affordable, so some individuals buy or craft it for extra protection when they expect to face a projectile-dense environment.

Construction Requirements
Smith Magical Weapons And Armor, Protection sphere; Cost +4,575 gp

Companion’s Ward Enchantment Set [TS]

Aura strong Mind; CL 12th
Total Bonus +5; Price +25,150 gp

Usually created for Tiny animal or supernatural helpers and familiars, including conjured companions, the companion’s ward enchantment turns a set of armor into a +4 benevolentUE set of protective gear, allowing such allies to significantly improve their partner’s defense against regular attacks.

Construction Requirements
Smith Magical Weapons And Armor, Mind sphere (Inspiration (charm)); Cost +12,575 gp

Duelist’s Armor Enchantment Set [TS]

Aura faint Life; CL 9th
Total Bonus +4; Price +16,150 gp

This +3 stanchingUE armor is exceptionally good at limiting bleeding damage its wearers suffer, making it a popular choice for fighting duelists whose blooded strikes can sap the life from others. Many duelist’s armor sets also have a warrior’s blessing (see the chapter on Marvelous Items), which increases the price of the enchantment set to 18,550 gp and takes up an additional magic item slot (chosen when the armor is forged), but also offers wielders the ability to significantly improve their combat prowess for a short time. Duelist’s armors with improved blessings are particularly sought-after among certain gladiators and wealthy nobles.

Construction Requirements
Smith Magical Weapons And Armor, Life sphere; Cost +8,075 gp

Prismatic Armor Enchantment Set [TS]

Aura moderate Protection; CL 3rd
Total Bonus +1; Price +73,150 gp

Rare and wince-inducingly expensive, prismatic armor reduces the first ten points of damage from any acid, cold, electricity, or fire attack the user would suffer. Armor with this enchantment set often glimmers in a hue of different colors and is most often bought by wealthy adventurers who expect to face a host of varied elemental assaults and want armor that can provide constant protection. Rumors exist of greater and superior versions of this enchantment set that provide even further protection, although the cost of forging such would be more than a king’s ransom.

Construction Requirements
Smith Magical Weapons And Armor, Protection sphere (Energy Resistance (aegis, ward)); Cost +36,575 gp

Sentinel’s Ward Enchantment Set [TS]

Aura moderate Fate; CL 6th
Total Bonus +2; Price +14,150 gp

The sentinel’s ward enchantment transforms a suit of armor into a +1 championUE set that also provides a +2 luck bonus to armor class. This enchantment is particularly popular among righteous sentinels who find their challenge empowered by the armor’s woven magics.

Construction Requirements
Smith Magical Weapons And Armor, Forge Charm, Fate sphere; Cost +7,075 gp

Surprise Armor Enchantment Set [TS]

Aura strong Destruction and faint Warp; CL 12th/5th
Total Bonus +1; Price +5,150 gp

The surprise armor enchantment set turns a suit of armor, often cloth or clothing, into a +1 collapsible spell storing armor that can be quickly donned in emergencies to retaliate against attacks from enemies. While offensive blasts are popular, some adventurers get tricky and imbue these with beneficial talents, allowing their allies to strike them in order to accelerate the delivery of beneficial spells at the start of combat.

Construction Requirements
Smith Magical Weapons And Armor, Destruction sphere, Warp sphere; Cost +2,575 gp


New Armor and Shield Special Abilities

Anti-Ballistic

This armor or shield is designed specifically against more powerful projectile weapons. Whenever a projectile weapon is used against the wearer, the full AC bonus of the armor and any enhancement bonus it possesses are applied to the touch AC of the wearer.

Aura faint Protection; CL 5th; Smith Magical Weapons And Armor, Protection sphere; Price +1 bonus

Anti-Spell

This armor or shield is laced with metals that give it limited anti-magic properties. Whenever the wearer attempts a saving throw vs. a spell or sphere ability that is hindered by spell resistance, they receive a circumstance bonus to their saving throw equal to the enhancement bonus of their armor.

Aura faint Protection; CL 5th; Smith Magical Weapons And Armor, Protection sphere; Price +2 bonus

Attendant

This special ability may only be applied to any handheld magic item, including weapons, shields, or implements. An attendant item springs to hand when you send for it. As a swift action you can call for an attendant item, and if it is within 50 feet it attempts to leaps to your hand. If it is currently held by another creature or trapped or bound in some way it fails to arrive, though it can extricate itself from a backpack or sheathe. You must possess an attendant item for at least 24 hours before you can use this function, and only one creature can have the ability to use this function at a time.

Aura faint Telekinesis; CL 5th; Craft Implement Of Power or Smith Magical Weapons And Armor, Telekinesis sphere (Whirlwind Assembly); Cost +500 gp

Chaos Buffer [WM]

A suit of armor or shield with the chaos buffer enhancement applies its enhancement bonus to the wearer’s saves against wild magic effects.

Aura faint Protection; CL 5th; Smith magical Weapons and Armor, Protection Sphere; Cost +2000 gp

Collapsible

Armor or shields with this special ability uses a specialized extradimensional space that allows it to be collapsed down to a single piece with negligible weight, such as one gauntlet, a buckle, or a band of metal, chosen when the armor is enchanted. As a full-round action the wearer can touch their armor to collapse it or expand it to full size, either placing it in their square or causing it to appear on themselves as if they had donned it. If collapsible armor is dispelled or otherwise loses the collapsible special ability while it is collapsed, it immediately expands to its full size.

Aura faint Warp; CL 5th; Smith Magical Weapons And Armor, Warp sphere; Price +1,000 gp

Deflecting (shield only)

The shield’s shield bonus to AC now also applies against ranged touch attacks.

Aura moderate Protection; CL 10th; Smith Magical Weapons And Armor, Protection sphere; Price +1 bonus

Focusing (armor only)

A suit of focusing armor is endowed with a semblance of a mind that connects to the mind of its wearer. When the wearer casts a magical effect with a duration of concentration, the suit of armor may concentrate on the magical effect in the wearer’s place on subsequent rounds. The armor can only concentrate for a total number of rounds equal to its enhancement bonus, after which the effect ends (the wearer cannot choose to concentrate on the effect again after giving it to the armor).

Although the armor is doing the concentrating, the magic still originates from the wearer; damage taken requires the wearer to succeed at a concentration check or the armor ceases to concentrate on the spell, just as if the wearer were still the one concentrating on the effect.

Aura moderate Mind; CL 10th; Smith Magical Weapons And Armor, Mind sphere (Project Thoughts (charm)); Price +4 bonus

Green-Touched

Green-touched armor or shields are overgrown with vines which soak up the damage that the bearer normally would be receiving. Green-touched armor and shields grant DR/- equal to twice its enhancement bonus, but only against the first attack that hits the bearer each round.

Aura moderate Nature; CL 15th; Smith Magical Weapons And Armor, Nature sphere (Living Steel (advanced)); Price +1 bonus.

Intercepting (shield only)

An intercepting shield allows the bearer to use an immediate action to switch places with an adjacent ally when that ally is attacked. The attack is redirected to the shield’s carrier.

Aura moderate War; CL 6th; Smith Magical Weapons And Armor, War sphere; Price +1 bonus

Jamais Vu

Armor or shields with this special ability may be activated by command word twice per day. Once activated, those who see you must attempt a DC 16 Will save. Failing the save prompts these creatures to immediately disregard you and forget that they saw you. You remain unremarkable and forgettable in this manner mind for one minute, and your presence only strikes them as noteworthy if they see you again after this minute passes.

Aura faint Mind; CL 5th; Smith Magical Weapons And Armor, Mind sphere (Amnesia (charm)); Price +2 bonus

Sacrificial

A suit of sacrificial armor is tied to its wearer’s lifeforce; when its wearer is reduced to 0 hit points or below, the armor explodes out with magical energy, dealing 2d6 force damage per point of enhancement bonus to all targets within 10 feet. This armor can only explode with magic in this fashion once per hour; if the wearer is healed to positive hit points and then reduced to negative hit points again before an hour has past, this special ability produces no effect.

Aura faint Destruction; CL 5th; Smith Magical Weapons And Armor, Destruction sphere (Force Blast (blast type, force)); Price +1 bonus

Selfless (armor only)

Selfless armor allows the wearer to give of themselves so that others may follow their example. Once per turn as swift action, the wearer can choose to accept 1d6 hit points of nonlethal damage. This damage can not be healed by any means other than getting a full night’s rest, which removes all of this damage. Whenever the wearer does this, allies other than their self within 30 feet gain a bonus for 1 round. The wearer chooses the bonus, and all allies gain the same bonus. The options are:

  • +4 morale bonus on attack rolls with weapons and natural weapons
  • +4 morale bonus on weapon and natural weapon melee damage rolls
  • +4 morale bonus on saving throws
  • +4 morale bonus on Strength, Dexterity, and Constitution checks, or skill checks using those skills.

Aura moderate War; CL 10th; Smith Magical Weapons And Armor, War sphere; Price +2 bonus

Shaded (armor only)

A set of shaded armor lines the wearer in gloom. She is treated as being under the effects of the Shadowed Mien talent, using the armor’s effective enhancement bonus to determine the caster level of the effect. This effect does not grant temporary hit points. It can be suppressed or resumed on command, and does not count against the limit of one active (shadow) talent on a target.

Aura faint Dark; CL 5th; Smith Magical Weapons And Armor, Dark sphere (Shadowed Mien (shadow)); Price +7,500 gp

Shadow Warded (armor only)

A set of shadow warded armor’s protection extends beyond the physical, providing shielding against effects that would target or manipulate her shadow. Shadow warded armor adds its full armor bonus to touch AC against attacks delivered by a caster’s shadow or targeting the wearer’s shadow. The wearer adds shadow warded armor’s enhancement bonus to saves against effects targeting her shadow.

Aura faint Dark; CL 5th; Smith Magical Weapons And Armor, Dark sphere; Price +1 bonus

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 an 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 or shield has a 50% chance to have a magical effect stored in it already.

Aura faint Destruction plus aura of any stored spell or sphere effect; CL 5th; Smith Magical Weapons And Armor, Destruction sphere; Price +1 bonus

Supplying [TS]

This enchantment can be placed onto any armor or shield.

A supplying item increases the DCs for one combat sphere whose effects are based on a single Craft skill (such as the Alchemy, Tech, and Trap spheres), or for one combat sphere that requires saving throws from other characters but not attack rolls from you (such as many uses of the Athletics or Warleader spheres). The DCs are increased by the item’s permanent enhancement bonus (maximum +5), and the GM is the final arbiter of whether or not a specific talent qualifies for benefiting from this special ability. This increase only applies to the base effects and talents of that sphere (including items made with the sphere); for example, if you are able to apply the effects of another sphere when a foe sets off a dart or snare trap, a supplying effect would not apply to those other spheres.

An item can gain this enchantment multiple times (applying its effects to a different qualifying sphere each time). Armorists may apply the supplying enchantment to their summoned armor; at the GM’s discretion, abilities from other classes that allow users to exchange enhancement bonuses for armor special abilities can also apply the supplying enchantment.

Construction Requirements
Smith Magical Weapons And Armor, Enhancement sphere, any sphere based on a Craft skill; Cost +1 bonus

Wand Turret (armor only)

A Tiny animated object attaches itself to the shoulder of a suit of armor, its single limb able to hold a wand of any sphere that contains an ability that requires a ranged touch attack.

A wand may be inserted into the wand turret as a standard action and removed as a move action. Once inserted, the armor’s wearer treats the wand as if it were wielded and may activate it as a swift action, but only for abilities that require a ranged touch attack (such as the destructive blast ability of the Destruction sphere when not applying a (blast shape) talent or the ghost strike ability of the Death sphere when not applying the Greater Ghost Strike talent). Any attack rolls made when activating the wand as a swift action take a -5 penalty.

Aura moderate Enhancement; CL 10th; Smith Magical Weapons And Armor, Enhancement sphere (Animate Object (enhancement)); Price +2 bonus

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 special 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 special ability usually appear to be covered in leaf patterns. While the wearer is transformed, the armor cannot be seen.

Aura moderate Alteration; CL 8th; Smith Magical Weapons And Armor, Alteration sphere; Price +3 bonus


Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
Armorist Elementalist Eliciter Fey Adept
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Rules
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
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Counterspell Drawback Extra General
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Get Ultimate Spheres of Power Get the Original RulebookU
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Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
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Other Spheres Products
Archetypes of PowerU Archetypes of Power 2 The Bear Sphere The Blood SphereU
Blood and Portents Compounds of Power The Conqueror's Handbook The Fallen Fey SphereU
Initiate's Handbook Items of PowerU The Jester's Handbook Mythic Spheres of Power
The Technomancy Sphere Treasures of the Spheres The Wraith ClassU Wild Magic
Woodfaring Adventures Worlds of Power The Youxia's Handbook Bestiary: Fey and Feyfolk

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

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