Charms [Rings] (Constant Bonus Items)
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Ultimate Spheres of Power
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Treasures of the Spheres
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A creature with the Forge Charm feat knows how to add permanent enhancements and effects to an item, such that whoever wears or uses that item gains that bonus for as long as they are wearing or using that item.

Charms are normally made with the Forge Charm feat, but can also be made with the Forge Ring feat if you are not using the new crafting feats.

Charms That Boost Multiple Ability Scores

While not detailed here, it is possible to create charms that raise multiple ability scores. These should be limited to physical or mental scores; if players want to raise both kinds of scores, they should wear two items. Charms that raise two ability scores cost 10,000 gp (+2), 40,000 gp (+4), or 90,000 gp (+6). Charms that raise all three physical or mental scores cost 16,000 gp (+2), 34,000 gp (+4), or 144,000 gp (+6).

A character may only use one slot each for physical and mental ability score boosting items. For example, if a character wears a headband that increases Intelligence, they cannot also wear gloves that increase Charisma. Since ability score increases are permanent after 24 hours, this means that the first physical and first mental ability score boost from items essentially ‘locks’ that slot so a character can only benefit from other physical or mental ability score-increasing items that also use that slot.

If an item does not fill a regular slot, such as a sword that boosts its user’s Strength, the increase defaults to the belt (physical) and headband (mental) slots unless the item itself says this boost occupies another slot.


Academy Uniform

Aura faint Creation and Divination; CL 1st; Scaling bauble
Price 10 gp; Slot body; Weight

Description
This magic item is designed to be used principally with the Wizard’s Academy adventure module.

This woolen scholar’s outfit is true blue in color, and shifts in length and shape depending upon who attempts to don it so to best accommodate the creature’s anatomy. For example, a fenghaung may find it transform into a vest of sorts that will not impede its flight, whereas if an awakened serpent were to don the outfit, it would become a form fitting tube. As the outfit becomes attuned to the wearer over the passage of time, the outfit begins to make slight alterations such as changing the robe’s color, texture, etc. to better match the form and disposition of its owner.
5th Level – 525 gp: While wearing the outfit, the creature gains a +2 competence bonus to all Spellcraft checks, and a +1 competence bonus to any End of Week Test (and any other appropriate event at GM’s discretion).
9th Level – 2,300 gp: While wearing the outfit, the creature also gains a +2 competence bonus to all Knowledge checks and may attempt any Knowledge check untrained.
13th Level – 7,000 gp: The competence bonus to Spellcraft checks increases to +4, and the competence bonus to any End of Week Test increase to +3.
17th Level – 20,500 gp: The competence bonus to Knowledge checks increases to +6, and the wearer may take 10 on any Knowledge check even if stress and distractions would normally prevent the creature from doing so.

Construction Requirements
Forge Charm, Creation sphere, Divination sphere (Discern Individual (sense)); Cost 10,250 gp

Aegis Ring [TS]

Aura faint (+1), moderate (+2/+3), or strong (+4/+5) Protection; CL 3rd (+1), 6th (+2), 9th (+3), 12th (+4), or 15th (+5)
Slot ring; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 (+3), 32,000 (+4), or 50,000 (+5); Weight 1 lb.

Extremely popular among adventurers for its protective qualities, this smooth iron ring is decorated with the symbol of a suit of armor on one side and a shield on the other. When worn, an aegis ring provides a +1 to +5 deflection bonus to armor class.

Construction Requirements
Forge Charm, Protection sphere, Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), or 25,000 gp (+5)

Alabaster Gloves

Aura strong Life; CL 12th
Slot hands; Price 40,000 gp; Weight

Description
These white gloves channel and focus positive energy along strands of gold weaved into them. Whenever the wearer use a sphere ability or supernatural ability that manipulates positive energy and either heals hit points or does damage, the amount of hit points or damage is increased by +10.

Construction Requirements
Forge Charm, Life sphere; Cost 20,000 gp

Amulet of Emotional Weather

Aura moderate Weather; CL 10th
Slot neck; Price 45,000 gp; Weight 1 lb.

Description
The amulet of emotional weather is a beautiful piece crafted from clear diamonds of multiple sizes. However, depending on the wearer’s mood, they can change the color to blue (sad), red (angry), green (happy), or yellow (scared). The amulet of emotional weather is considered a cursed item, and cannot be taken off except with the aid of magic such as the Break Enchantment talent from the Life sphere.

The emotional state of the wearer of an amulet of emotional weather becomes reflected in the weather around them. This is considered a casting of control weather with a caster level of 10; the weather within 200 feet of the wearer will change at a rate of 1 severity level per round as normal, until it reaches severity level 5 in the determined category.

If the wearer feels particularly sad, the weather around them becomes Precipitation severity 5. If they feel particularly angry, the weather becomes Heat severity level 5. If they feel particularly happy, the weather becomes Wind severity 5, and if they feel particularly scared, the weather becomes Cold severity 5.

The exact nature of what constitutes a strong emotion is determined by both the player and the GM; if the player says a particular situation would make his character feel happy this would trigger the amulet, and if the GM notes that the character is behaving particularly sad, they might note the amulet has activated. Other situations, such as magic or conditions that alter emotions, would also trigger the amulet; if the character is subject to an effect that renders them shaken, frightened, or panicked, this counts as being scared, while being under a mind-altering effect that grants a morale bonus would count as being happy. Spells such as overwhelming grief would count as being sad, while the rage class feature or the eliciter’s touch of rage power would count as being angry.

A character can create an emotional state inside themselves to fool the amulet by attempting a DC 20 Perform (act) check as a move action. In all other cases, the GM is the final arbiter of what constitutes feeling a respective emotion when such things are in dispute.

Construction Requirements
Forge Charm, Weather sphere (Severe Weather); Cost 22,500 gp

Belt of Avian Speed [TS]

Aura faint (+2), moderate (+4), or strong (+6) Enhancement; CL 4th (+2), 8th (+4), or 12th (+6)
Slot belt; Price 4,000 (+2), 16,000 (+4), 36,000 (+6); Weight 2 lbs.

This belt is decorated with symbols of swift birds. While worn, it grants a +2/+4/+6 enhancement bonus to Dexterity. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.

Construction Requirements
Forge Charm, Enhancement sphere (Physical Enhancement (enhance)); Cost 2,000 gp (+2), 8,000 gp (+4), or 18,000 gp (+6)

Belt of Mountains [TS]

Aura faint (+2), moderate (+4), or strong (+6) Enhancement; CL 4th (+2), 8th (+4), or 12th (+6)
Slot belt; Price 4,000 (+2), 16,000 (+4), 36,000 (+6); Weight 2 lbs.

This leather belt is decorated with symbols of mountains. While worn, it grants a +2/+4/+6 enhancement bonus to Constitution. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.

Construction Requirements
Forge Charm, Enhancement sphere (Physical Enhancement (enhance)); Cost 2,000 gp (+2), 8,000 gp (+4), or 18,000 gp (+6)

Belt of Wild Might [TS]

Aura faint (+2), moderate (+4), or strong (+6) Enhancement; CL 4th (+2), 8th (+4), or 12th (+6)
Slot belt; Price 4,000 (+2), 16,000 (+4), 36,000 (+6); Weight 2 lbs.

This leather belt is decorated with symbols of powerful beasts. While worn, it grants a +2/+4/+6 enhancement bonus to Strength. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.

Construction Requirements
Forge Charm, Enhancement sphere (Physical Enhancement (enhance)); Cost 2,000 gp (+2), 8,000 gp (+4), or 18,000 gp (+6)

Blessing of the Fates [TS]

Aura faint (+1) or moderate (+2/+3) Fate; CL 3rd (+1), 6th (+2), or 9th (+3)
Slot any; Price 2,500 gp (+1), 10,000 gp (+2), or 22,500 (+3); Weight 1 lb.

This strip of paper seems strangely resistant to damage and has a wax seal that seems oddly easy to attach to different parts of the body as long as no other magical items are there. When worn, a blessing of the fates provides a +1 to +3 luck bonus to armor class.

Construction Requirements
Forge Charm, Fate sphere, Cost 1,250 gp (+1), 5,000 gp (+2), or 11,250 gp (+3)

Item Variants

The blessing of the fates and the fragment of destiny can be crafted at the same price with an insight (Divination), morale (Mind), profane (Fate), or sacred (Fate) bonus. Players may want to stack different armor class or saving throw items by putting them in different slots. This can mildly boost their numbers, but also prevents them from wearing other items in those slots, so going overboard on that is likely to decrease their overall power rather than making them stronger. Alternatively, you can rule that characters may only equip one type of rare bonus for armor class and saves.

Note that a creature’s circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to armor class also apply to its CMD.

Cape of Resistance [TS]

Aura faint (+1), moderate (+2/+3), or strong Protection (+4/+5); CL 3rd (+1), 6th (+2), 9th (+3), 12th (+4), or 15th (+5)
Slot shoulders; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), or 25,000 gp (+5); Weight 1 lb.

This well-made cape offers a +1 to +5 resistance bonus to all saving throws, chosen when the cape is woven. While simple in design, their protective qualities make them a favored garment among adventurers.

Construction Requirements
Forge Charm, Protection sphere (Resistance (aegis)); Cost 500 gp (+1), 2,000 gp (+2), 4,500 gp (+3), 8,000 gp (+4), or 12,500 gp (+5)

Clear Gem

Aura moderate Life; CL 8th
Slot none; Price 75,000 gp; Weight

Description
This small, oval gem fits easily into a pocket, and refracts light as if it were a diamond. Whenever a positive energy healing effect occurs within 60 feet of the bearer, they benefit as if they had been targeted by an identical effect. The original targets of the healing effect still benefit. It has been suggested by some that powerful undead may create a corresponding opaque gem which would give the same effect for negative energy.

Construction Requirements
Forge Charm, Life sphere; Cost 37,500 gp

Constellation Belt

Aura faint Telekinesis; CL 5th
Slot belt; Price 2,000 gp; Weight 1 lb.

Description
When you wear this belt, you store inanimate objects in the air, where they slowly orbit around you until you pick them up again. When you drop an item you are holding you may choose to store it in orbit around you. You may retrieve an object in orbit as a free action. You may only store one object of Small size or smaller in orbit, or a number of smaller objects whose total size category is Small or less. If you possess the Orbit talent the capacity of your Orbit increases by one Small-sized object.

Construction Requirements
Forge Charm, Telekinesis sphere (Orbit); Cost 1,000 gp

Dimlight Veil

Aura faint Light; CL 5th
Slot head; Price 1,500 gp; Weight -

Description
A dimlight veil cuts the glare of light and the sun, shielding the eyes. The wearer is immune the dazzled condition, and suffer no ill-effects from light sensitivity. In addition, the wearer gains a +2 bonus on saving throws against Light effects.

Construction Requirements
Forge Charm, Light sphere; Cost 750 gp

Divine Symbol

Aura faint Fate; CL 1st
Slot none; Price 500 gp; Weight -

Description
A divine symbol is a holy symbol that is especially attuned to 4-5 domains of a particular deity. To activate the divine symbol, the user must possess two or more of the attuned domains and expend a use of channel energy. Activating the divine focus will grant a +1 profane or sacred bonus to caster level to the spheres matching the attuned domains for 1 hour. Deities that channel positive energy grant sacred bonuses, while those that channel negative energy grant profane bonuses. Deities that can channel both or either types of energy have their divine symbol’s bonus type chosen when it is created. A creature cannot benefit from multiple divine symbols at once, even if they grant different bonus types.

Construction Requirements
Forge Charm, channel energy class feature; Cost 250 gp

Energy Resisting Ring [TS]

Aura faint (10), moderate (20), or strong (30) Protection; CL 1st (10), 10th (20), or 20th (30)
Slot ring; Price 12,000 gp (10), 28,000 gp (20), or 44,000 gp (30); Weight 1 lb.

Despite their simplicity, these iron rings are favored by people traveling into dangerous environments or who know they’ll be fighting certain types of foes. While worn, this ring grants energy resistance 10, 20, or 30 to fire, cold, electricity, acid, or sonic damage, with the type of damage it resists (and the power of the resistance) determined when the ring is forged.

Construction Requirements
Forge Charm, Protection sphere (Energy Resistance (aegis, ward)); Cost 6,000 gp (10), 14,000 gp (20), or 22,000 gp (30)

Forger’s Gloves

Aura moderate Creation; CL 10th
Slot hands; Price 75,000 gp; Weight -

Description
These leather workman gloves perpetually look dirty, no matter how well they are 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.

Construction Requirements
Forge Charm, Craft Apparatus, Creation sphere; Cost 37,500 gp

Fragment of Destiny [TS]

Aura faint (+1) or moderate (+2/+3) Fate; CL 3rd (+1), 6th (+2), or 9th (+3)
Slot any; Price 2,000 gp (+1), 8,000 gp (+2), or 18,000 (+3); Weight 1 lb.

This crystal has been carefully woven into cloth and is designed to be worn anywhere on the body. While worn, a fragment of destiny provides a +1 to +3 luck bonus to all saving throws.

Construction Requirements
Forge Charm, Fate sphere, Cost 1,000 gp (+1), 4,000 gp (+2), or 9,000 gp (+3)

Gauntlet of Maneuvers [TS]

Aura faint (+1), moderate (+2/+3), or strong Enhancement (+4/+5); CL 3rd (+1), 6th (+2), 9th (+3), 12th (+4), or 15th (+5)
Slot hands; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), or 25,000 gp (+5); Weight 1 lb.

This gauntlet always comes in pairs, both of which must be worn to obtain its effects. While worn, the gauntlet of maneuvers grants a +1 to +5 competence bonus to one combat maneuver. The wearer receives the same bonus to their CMD against the same combat maneuver.

Construction Requirements
Forge Charm, Enhancement sphere; Cost 500 gp (+1), 2,000 gp (+2), 4,500 gp (+3), 8,000 gp (+4), or 12,500 gp (+5)

Gloves of Air Mastery

Aura faint Destruction; CL 5th;
Slot hands; Price 4,000 gp (lesser), 16,000 gp (greater); Weight

Description
The wearer is treated as having the Improved Bull Rush (lesser) or the Improved Bull Rush and Greater Bull Rush (greater) feats for the purposes of using the Air Blast talent. Both gloves must be worn for the magic to be effective. The feat’s bonus to CMD applies continuously while the gloves are worn.

Construction Requirements
Forge Charm, Destruction sphere (Air Blast (blast type, air)); Cost 2,000 gp (lesser), 8,000 gp (greater)

Gloves of Unseen Grip

Aura moderate Telekinesis; CL 8th
Slot hands; Price 8,000 gp; Weight 1 lb.

Description
The wearer of these gloves improves the strength and grip of their telekinesis. Add a +2 bonus on their CMB and CMD checks when they use the Telekinetic Maneuver or Steal talents.

Construction Requirements
Forge Charm, Telekinesis sphere (Forceful Telekinesis, Telekinetic Maneuver); Cost 4,000 gp

Headband of Alluring Magnetism [TS]

Aura faint (+2), moderate (+4), or strong (+6) Enhancement; CL 4th (+2), 8th (+4), or 12th (+6)
Slot headband; Price 4,000 (+2), 16,000 (+4), 36,000 (+6); Weight 2 lbs.

This headband is surprisingly comfortable to wear for extended periods. While worn, it grants a +2/+4/+6 enhancement bonus to Charisma. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.

Construction Requirements
Forge Charm, Enhancement sphere (Mental Enhancement (enhance)); Cost 2,000 gp (+2), 8,000 gp (+4), or 18,000 gp (+6)

Headband of Genius [TS]

Aura faint (+2), moderate (+4), or strong (+6) Enhancement; CL 4th (+2), 8th (+4), or 12th (+6)
Slot headband; Price 4,000 (+2), 16,000 (+4), 36,000 (+6); Weight 2 lbs.

This cloth headband feels faintly stimulating while worn, though most scholars are pretty sure it has not actually been infused with drugs. While worn, it grants a +2/+4/+6 enhancement bonus to Intelligence. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. These headbands grant bonus ranks in 1 (+2), 2 (+4), or 3 (+6) skills equal to the wearer’s character level, chosen when the item is created.

Construction Requirements
Forge Charm, Enhancement sphere (Mental Enhancement (enhance)); Cost 2,000 gp (+2), 8,000 gp (+4), or 18,000 gp (+6)

Headband of Sages [TS]

Aura faint (+2), moderate (+4), or strong (+6) Enhancement; CL 4th (+2), 8th (+4), or 12th (+6)
Slot headband; Price 4,000 (+2), 16,000 (+4), 36,000 (+6); Weight 2 lbs.

This headband tends to help its users look calm and wise. While worn, it grants a +2/+4/+6 enhancement bonus to Wisdom. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.

Construction Requirements
Forge Charm, Enhancement sphere (Mental Enhancement (enhance)); Cost 2,000 gp (+2), 8,000 gp (+4), or 18,000 gp (+6)

Intensifying Gloves

Aura faint Destruction; CL 5th
Slot hands; Price 4,000 gp (lesser), 16,000 (greater); Weight

Description
Each pair of intensifying gloves are attuned to a single energy type, either acid, cold, fire, electricity, negative energy, or sonic damage. The wearer’s destructive blasts ignore either 5 points (lesser) or 10 points (greater) of energy resistance to that type. Both gloves must be worn for the magic to be effective.

Construction Requirements
Forge Charm, Destruction sphere ((blast type) talent matching the chosen energy type); Cost 2,000 gp (lesser), 8,000 gp (greater)

Ironside Ring

Aura moderate Alteration and Enhancement; CL 8th
Slot ring; Price 40,000 gp; Weight -

Description
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.

Construction Requirements
Forge Charm, Alteration sphere, Enhancement sphere; Cost 20,000 gp

Magical Toolkit [TS]

Aura variable Mind; CL 1st-20th
Slot none; Price 100 gp (+1), 400 gp (+2), 2,500 (+5), 10,000 (+10), or 40,000 (+20); Weight 2 lbs.

Magical toolkits are elaborate toolsets that offer a competence bonus to one skill. Many adventurers buy these toolkits to supplement personal weaknesses, such as poor observation skills, or to enhance their abilities in a particular area. Users must spend 8 hours bonding to magical toolkits with a bonus of +6 or higher (because these toolkits can be for any bonus a charm can provide, not just the common ones priced here), and may only bond to three such toolkits at any given time. New bonds replace the oldest bond first.

Construction Requirements
Forge Charm, Mind sphere; Cost 50 gp (+1), 200 gp (+2), 1,250 gp (+5), 5,000 gp (+10), or 20,000 gp (+20)

Wiki Note: Generally, magical toolkits must be held to be used, since they are literal tools being used to help at a given task. These are not slotless items.

Necklace of Natural Armor [TS]

Aura faint (+1), moderate (+2/+3), or strong (+4/+5) Alteration; CL 3rd (+1), 6th (+2), 9th (+3), 12th (+4), or 15th (+5)
Slot neck; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 (+3), 32,000 (+4), or 50,000 (+5); Weight 1 lb.

Extremely popular among adventurers for its protective qualities, this smooth iron neck ring is decorated with the symbol of a suit of armor on one side and a shield on the other. When worn, a necklace of natural armor provides a +1 to +5 natural armor bonus to armor class.

Construction Requirements
Forge Charm, Alteration sphere, Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), or 25,000 gp (+5)

Pugilist’s Charm [TS]

Aura faint (+1), moderate (+2/+3), or strong (+4/+5) Alteration and Enhancement; CL 5th (+1), 6th (+2), 9th (+3), 12th (+4), or 15th (+5)
Slot neck; Price 6,000 gp (+1), 24,000 gp (+2), 54,000 gp (+3), 96,000 gp (+4), or 150,000 gp (+5); Weight 1 lb.

A much-beloved item among the wealthy and talented brawlers of the world, a pugilist’s charm grants a +1 to +5 enhancement bonus to attack and damage rolls with unarmed strikes and natural weapons, and an equal enhancement bonus to the wearer’s natural armor.

Author's Note: You may apply weapon special abilities to your unarmed strikes instead of bonuses to attack and damage rolls, at the same price.

Construction Requirements
Forge Charm, Alteration sphere, Enhancement sphere; Cost 3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), or 75,000 gp (+5)

Remnant of Courage

Aura faint War; CL 10th
Slot none; Price 2,250 gp; Weight 0.1 lbs.

Description
Each remnant is a small piece of metal or fabric fastened to the neck, shirt or wrist. Each has its own history, and many pieces are debris from the armor and uniforms of fallen heroes. Each remnant has an associated rally, which the wearer can use on an ally within 30 feet, but not on their self. A single user can not activate more than one remnant in a single 24 hour period, and each remnant can only be used once per 24 hour period.

Construction Requirements
Forge Charm, War sphere; Cost 1,125 gp

Ring of Clarity

Aura faint Mind; CL 5th
Slot ring; Price 2,500 gp; Weight -

Description
This crystal ring is actually somewhat difficult to see. A DC 20 Perception check is required to notice it on someone’s finger. Once per day, it allows the wearer to take 10 on a concentration check, even if they are threatened. When used, the ring turns opaque grey-pink until it is ready to be used again.

Construction Requirements
Forge Charm; Cost 1,250 gp

Ring of Force Armor

Aura faint Protection; CL 4th
Slot ring; Price 6,400 gp; Weight -

Description
Twice per day, this ring may be activated to create a suit of armor made of force on the wearer. The suit remains for 4 hours per activation. The wearer must, as part of the activation of the ring, attempt a Craft (armor) check, DC 10 + AC bonus of the armor (maximum +9). Armor created with this ring functions as standard armor (possessing the same armor check penalty and maximum Dexterity bonus) except that its AC bonus also applies against attacks made by incorporeal creatures. Failing the skill check results in the daily usage being wasted with no effect.

Construction Requirements
Craft Marvelous Item, Protection sphere; Cost 3,200 gp

Ring of Potential Realized

Aura strong Fate; CL 12th
Slot ring; Price 75,000 gp; Weight -

Description
This ring looks like a simple piece of common iron until slipped onto the finger. Once there, it transmutes to a beautiful ring of precious metal with rare stones that reflect light in impossible ways, its appearance changing depending on who is wearing it.

The ring remains inactive until worn for 24 hours, and remains inactive if the wearer is already wearing a similar ring. When the wearer recovers spell points, the wearer gains additional spell points equal to their casting ability modifier. If the ring is taken off during the day, these points are lost (the bonus spell points from this ring are always the last points spent).

In addition, once per day the wearer can cast a spell that ignores all limitations placed on them by their casting traditions: a skilled caster does not need to attempt a check, a prepared caster can cast a spell spontaneously (giving up assigned spell points or other spells to do so), a focus caster can cast without their focus, and so forth.

Construction Requirements
Forge Charm; Cost 37,500 gp

Ring of Shielding [TS]

Aura faint (+1), moderate (+2/+3), or strong (+4/+5) Protection; CL 3rd (+1), 6th (+2), 9th (+3), 12th (+4), or 15th (+5)
Slot ring; Price 3,500 gp (+1), 14,000 gp (+2), 31,500 gp (+3), 56,000 gp (+4), or 87,500 gp (+5); Weight 1 lb.

Often used by those with money to spare and a need to wear more magical items, these slender silver rings grant a deflection bonus to armor class and an equal resistance bonus to all saving throws.

Construction Requirements
Forge Charm, Protection sphere (Energy Resistance (aegis, ward)); Cost 1,750 gp (+1), 7,000 gp (+2), 15,750 gp (+3), 28,000 gp (+4), or 43,750 gp (+5)

Ring of Skilled Casting

Aura faint Fate; CL 8th
Slot ring; Price 30,000 gp; Weight -

Description
This heavy brass ring is usually worn on the creature’s middle (or largest) finger. Whenever the wearer casts a spell that uses a metamagic feat, they may reduce the cost of one metamagic feat by 1 spell point (minimum 0). Other metamagic cost-reducing abilities do not stack with this one.

Construction Requirements
Forge Charm; Cost 15,000 gp

Skimmer

Aura moderate Telekinesis; CL 11th
Slot none; Price 8,000 gp; Weight 5 lbs.

Description
This oval disc is just large enough for a Medium-sized creature to stand on comfortably, and hovers above the ground when its command word is spoken. While standing on a skimmer you can move at your normal land speed, but may hover up to 5 feet above the ground. You ignore difficult terrain and can also move over liquid surfaces as if they were solid while hovering. In addition, you may attempt a DC 20 Acrobatics check when you move with a skimmer to improve your move speed by 10 feet. Failure by five or more means you fall off the skimmer and are prone. A skimmer can only support a Medium-sized load or smaller - it will not hover when loaded heavier.

Construction Requirements
Forge Charm, Telekinesis sphere; Cost 4,000 gp

Talisman of Spell Resistance [TS]

Aura faint Protection; CL 5th
Slot neck; Price 30,000; Weight 2 lbs.

This talisman features a five-pointed silver star surrounded by a circle of gold. In the center of the star is one of many magic runes. While worn, this talisman gives the wearer spell resistance 15. The talisman of spell resistance sheds light as a torch for one round whenever it successfully blocks a spell; the wearer can prevent it from doing so by speaking a command word, and it will not light up through this effect until the command word is spoken again. The user may speak a different command word to cause the talisman to shed (or stop shedding) light as a candle.

Construction Requirements
Forge Charm, Protection sphere (Spell Ward (aegis, ward)); Cost 15,000 gp

Talisman of Techniques [TS]

Aura faint (+1), moderate (+2/+3), or strong (+4/+5) Alteration and Enhancement; CL 3rd (+1), 6th (+2), 9th (+3), 12th (+4), or 15th (+5)
Slot neck; Price 3,500 gp (+1), 14,000 gp (+2), 31,500 gp (+3), 56,000 gp (+4), or 87,500 gp (+5); Weight 1 lb.

Frequently worn by specialist fighters, these wood and leather talismans are worn around the neck. While worn, they provide a competence bonus to one combat maneuver (chosen when the item is created) and an equal enhancement bonus to natural armor.

Construction Requirements
Forge Charm, Alteration sphere, Enhancement sphere; Cost 1,750 gp (+1), 7,000 gp (+2), 15,750 gp (+3), 28,000 gp (+4), or 43,750 gp (+5)

Targeting Monocle

Aura faint Destruction; CL 5th
Slot eyes; Price 8,000 gp Weight

Description
This monocle is worn over one eye, magically analyzing and highlighting the weaknesses of the wearer’s enemies. The wearer’s destructive blasts gain the benefit of the keen weapon special ability.

Construction Requirements
Forge Charm, Destruction sphere; Deadly Targeting or Improved Critical; Cost 4,000 gp

Taskmind

Aura moderate Telekinesis; CL 11th
Slot headband; Price 16,000 gp; Weight -

Description
A taskmind can take many different forms, but generally provides a structure seated around the head that amplifies mental powers and allows the wearer to multitask more effectively. A wearer with the Divided Mind talent gains a +4 bonus to caster level when determining the number of items she can lift at once and the combined size she can simultaneously lift (though this does not increase the maximum sized object you can lift: a taskmind might allow you to lift two Medium objects, but not one Large object).

Construction Requirements
Forge Charm, Telekinesis sphere (Divided Mind); Cost 8,000 gp

Umbral Mantle

Aura moderate Dark; CL 3rd; Scaling wonder
Slot shoulders; Price 1,500 gp; Weight 1/2 lb.

Description
This silk cloak seems to fade in and out of the light and grants the wearer a +1 resistance bonus to saving throws.
5th Level – 3,500 gp: The wearer may, as a move action, activate the umbral mantle to enshroud himself in darkness, gaining concealment (20% miss chance) for a single round. The wearer may activate the umbral mantle as an immediate action by spending a spell point, in which case the effects last for 1 minute. Creatures capable of seeing in pure darkness (such as from the Clearsight (meld) talent from the Dark sphere, or with the see in darkness ability) are not subject to this miss chance.
7th Level – 7,000 gp: The umbral mantle now grants a +2 resistance bonus to saving throws.
8th Level – 8,500 gp: The umbral mantle when activated grants a 30% miss chance for a single round.
9th Level – 13,500 gp: The umbral mantle now grants a +3 resistance bonus to saving throws.
10th Level – 15,000 gp: The umbral mantle when activated grants a 40% miss chance for a single round.
11th Level – 22,000 gp: The umbral mantle now grants a +4 resistance bonus to saving throws.
12th Level – 32,500 gp: The umbral mantle now grants a +5 resistance bonus to saving throws. When the umbral mantle is activated, it instead grants total concealment (50% miss chance) for a single round.

Construction Requirements
Forge Charm, Dark sphere; Cost 16,250 gp

Vest of Shape Stabilization

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

Description
Each vest is attuned to one (transformation) talent when created. Any shapeshift effect applying that (transformation) talent to the wearer lasts an additional two rounds without concentration and gains a +2 bonus to MSD vs. dispelling effects.

Construction Requirements
Forge Charm, Alteration sphere (Lingering Transformation), creator must possess the (transformation) talent to be attuned; Cost 4,000 gp


Radiant Tattoos

These tattoos are created from a magical, shining ink that radiates light even from under the skin. No matter the pattern or type of tattoo, radiant tattoos shed normal light in a radius of up to 20 feet (called the primary radius for the purpose of tattoo effects), and increase the light level by one step to a maximum of normal at an equal range. The bearer of a radiant tattoo can choose the radius at which they shed light within the maximum length freely as a free action, even turning it off entirely (or turning it back on). The shape of a tattoo and the color of its light (or multiple colors) are chosen when it is made, but these details may vary even between tattoos of the same effect.

A tattoo is a slotless, weightless item, but a single creature can possess no more than three radiant tattoos.

Dancing Tattoo

Aura moderate Light; CL 6th
Slot none; Price 7,000 gp; Weight -

Description
Often worn by performers, a dancing tattoo normally takes some sinuous shape like a snake or ribbon, and is often multicolored. As part of attempting a Perform (act) or Perform (dance) check, you may hypnotise anyone in the primary radius of your light who can also see your performance, causing them to gain the fascinated condition for the duration of the performance.

Performing this way takes a full-round action each round it lasts. Affected creatures do nothing but sit quietly and watch your performance, and take a -4 penalty to Perception checks. Each creature affected by this may attempt a Will save (DC 10 + 1/2 your ranks in Perform + Charisma modifier) on each of their turns to throw off this effect. Obvious threats and hostile actions automatically breaks the effect. A successful save provides immunity to your dancing tattoo for 24 hours.

Construction Requirements
Forge Charm, Light sphere (Hypnotic Pattern (light)); Cost 3,500 gp

Icon Tattoo

Aura moderate Light; CL 10th
Slot none; Price 10,000 gp; Weight -

Description
An icon tattoo often takes the form of a holy symbol or religious imagery, with coloration appropriate to the image or deity. This tattoo can be designed to count as a holy symbol and divine focus for characters that require one (such as characters with the Focus Casting drawback). In addition, all allies within the primary radius of your light gain a +1 morale bonus on all saving throws.

Construction Requirements
Forge Charm, Light sphere (Beacon Of Hope (light)); Cost 5,000 gp

Inquiry Tattoo

Aura faint Light; CL 5th
Slot none; Price 3,000 gp; Weight -

Description
Inquiry tattoos are most commonly eyes, and stark shades of white and black are frequently used for the light they cast. The light of an inquiry tattoo casts unusual shadows whose movements give clues as to how a creature is feeling and what it is thinking. You gain +4 competence bonus on Sense Motive checks against any creature in the primary radius of your light.

Construction Requirements
Forge Charm, Divination sphere, Light sphere; Cost 1,500 gp

Lantern Tattoo

Aura faint Light; CL 1st
Slot none; Price 1,500 gp; Weight -

Description
A lantern tattoo is frequently of celestial objects such as the sun, moon or stars, or sometimes of torches or lighthouses. All shades of yellow and white are normally selected for its coloration and glow. A lantern tattoo grants you greater control over the light it sheds, allowing you to focus it into a cone of up to 40 feet, or a line of up to 80 feet as a free action instead of shedding light in all directions.

Construction Requirements
Forge Charm, Light sphere (Beam (light)); Cost 750 gp

Sanguine Tattoo

Aura moderate Light; CL 8th
Slot none; Price 9,000 gp; Weight -

Description
A sanguine tattoo generally depicts scenes of battle and conquest, or of blood and bones; often its light is a shade of red, or sometimes ivory or gray. It grants you a +4 competence bonus to Intimidate checks so long as the tattoo is shedding any amount of light. In addition, you may attempt to demoralize an enemy within the primary radius of your light as a move action.

Construction Requirements
Forge Charm, Light sphere; Cost 4,500 gp

Serene Tattoo

Aura moderate Light; CL 10th
Slot none; Price 24,000 gp; Weight -

Description
A serene tattoo typically uses imagery of water or nature, favoring soft blues and greens in its coloring. So long as your serene tattoo sheds any amount of light, it grants you a +4 competence bonus to Diplomacy checks. In addition, allies in the primary radius of your light have any fear, confusion, or rage conditions suppressed so long as they remain in the primary radius of your light.

Construction Requirements
Forge Charm, Light sphere (Beacon Of Hope (light)); Cost 12,000 gp


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