Enhanced Veils
spheres-of-akasha.jpg
Spheres of Akasha
$9.95

This page includes additional rules from Spheres of Akasha.

Enhanced Veils

This section introduces optional rules for allowing veils to be enchanted in manners similar to more typical magic items. The sphereshaper veils in this supplement assume these rules to be a default and are balanced for this at a fundamental level.

A veil with the [Enhanced] descriptor is a veil that functions as a wearable or wield-able item and can be enhanced as if it were a masterwork version of that item.

Type

A veil with the [Enhanced] descriptor can be enhanced using the Craft Arms and Armor feat as if it were a masterwork suit of armor, shield, or weapon and acts as a specific type of armor, shield, or weapon for all purposes (such as feats that only affect a single weapon such as Weapon Focus, or class features that require a specific weapon or armor) as denoted in its descriptor. These items are also treated as magical for effects that apply to or are affected by magical items. For example, a veil with the [Enhanced (scythe)] descriptor can be enhanced as if it were a scythe and is treated as a scythe for all purposes; the same applies to a veil with the [Enhanced (breastplate)] descriptor. It is treated as a breastplate for all purposes, and can be enhanced as if it were a masterwork breastplate.

If an [Enhanced] veil specifies a broad type instead of a specific item, such as [Enhanced: Armor], that veil is not treated as any specific type of armor, shield, or weapon and its statistics will usually be found in the veil’s description.

Proficiency

A veilweaver is always proficient with the armor, shield, or weapon that is created as part of a veil with the [Enhanced] descriptor. If such a veil creates multiple different suits of armor, shields or weapons but only one type is referenced in the descriptor, such as an [Enhanced (longsword)] veil that also creates a shield, the veilweaver is proficient with any additionally created suits of armor, shields, or weapons as well. If this veil is shaped onto another creature by the veilweaver, that creature is treated as proficient instead. If the veil is affected by multiple proficiencies (such as a bastard sword or a scorpion whip), the veilweaver is treated in being proficient in all applicable proficiencies.

The veilweaver is only treated as being proficient with the armor, shield, or weapon that is created as part of this veil in this way, not with any other item of the same type.

Upgradeable

A veilweaver may enhance this veil as if it were a masterwork item of its type, following the same rules as enhancing normal items. This can be done using the Craft Arms and Armor feat for armor, shields, and weapons, or by using class features, feats or spells that temporarily or permanently enhance such an item. When a veil is enhanced using Craft Arms and Armor or similar abilities, the veil must be shaped and the veilweaver must be present during the entire enhancement period, but the veil need not be shaped when it is not being actively enhanced. You may also improve armor, shields, and weapons with special materials by paying the price modifier of that material, treat armor as costing 500 gp, and treat shields and weapons as costing 100 gp when calculating price modifiers. Enhancing a veil takes the same amount of time to enhance the item as normal. If an [Enhanced] veil creates multiple different types of items, such as an [Enhanced (longsword)] veil that also creates a shield, only the items created of the type referenced in the [Enhanced] descriptor gain any benefits upon being enhanced unless specified otherwise by the veil. If a veil denotes multiple types for its [Enhanced] descriptor or has multiple [Enhanced] descriptors, refer to the veil’s description for how it is specifically enhanced.

Some [Enhanced] veils may refer to their Enhancement within their description. When referred to in this way, a veil’s Enhancement is equal to the veil’s modified bonus: its enhancement bonus plus its special abilities. For example, a veil enhanced with +2, flaming, and holy would have an Enhancement of 5 (2 for +2, 1 for flaming, 2 for holy).

Size

A veil with the [Enhanced] descriptor produces a suit of armor, shield, or weapon sized appropriately for the veilweaver who shaped it, or the creature the veil has been shaped on in the case of a shared veil. If the creature can wield weapons sized for creatures larger than it, the veil can produce weapons of that size as well.

Sundering

Armor, shields, and weapons produced by an [Enhanced] veil are treated as being part of that veil for the purposes of sundering, and follow all of the normal rules for sundering a veil.

Armor

Veils with the [Enhanced (armor)] descriptor that create a suit of armor do so immediately when the veilweaver shapes the veil, unless the veil states otherwise. Armor created by an [Enhanced] veil applies its normal penalties to the veilweaver or character it is shaped to, such as a penalty to movement speed for medium or heavy armor, maximum Dexterity bonus, arcane spell failure chance, and the like. Unless otherwise specified, armor created by an [Enhanced] veil has all of the statistics of a normal suit of masterwork armor of the created type.

Implements

Veils with the [Enhanced (implement: sphere)] descriptor function as an implement for the descriptors listed Magic Sphere. Unless otherwise noted in the veil, the veilweaver need only have the veil shaped to gain the benefits of using the veil as an implement.

Shields

Veils with the [Enhanced (shield)] descriptor that create a shield normally create the shield in a free hand of the wielder’s choice as a free action on their turn. Shields created by a veil with the [Enhanced] descriptor cease to exist as soon as they leave the veilweaver’s possession unless otherwise specified by the veil. Such a veil can only create a single shield unless otherwise specified by the veil. Shields created by an [Enhanced] veil apply their normal penalties to the character who wields it, such as the shield’s armor check penalty and arcane spell failure chance. When enhancing a shield created by an [Enhanced] veil, the veilweaver can choose whether to enhance the shield component of the veil, to enhance the shield as a weapon to improve its shield bash, or both.

Enhancing a shield in this way as both a weapon and a shield does not incur an increase in cost, but does require the shield enhancements and weapon enhancements to be performed separately. If such a veil refers to its Enhancement, use the higher value of the two separate Enhancements. Of note, many [Enhanced] veils that produce a shield allow one form of Enhancement (shield or weapon) to modify or alter the other form of Enhancement. When being used as a weapon, such a shield follows all of the normal rules of a weapon created by an [Enhanced] veil as well (see below).

Weapons

Veils with the [Enhanced (weapon)] descriptor that create a weapon normally create the weapon in a free hand of the wielder’s choice as a free action on their turn. Weapons created by a veil with the [Enhanced] descriptor cease to exist as soon as they leave the veilweaver’s possession unless otherwise specified by the veil. Such a veil can only create a single weapon unless otherwise specified by the veil. If a veil can create multiple weapons, treat all weapons it creates after the first as if they had an enhancement bonus 1 lower (minimum 0). If the weapon is enhanced with special abilities, the veilweaver may choose to lose a special ability with an effective bonus of at least +1 instead. If this reduction would reduce the weapons bonus to +0, it is treated as a masterwork weapon, gaining the usual +1 enhancement bonus to attack rolls, but not to damage rolls. This may allow a weapon to have a +0 enhancement bonus but still possess weapon special abilities.


Adapted Veils

The following veils have been adapted from Akashic Mysteries. In a game using the Spheres of Akasha system, you should use the following versions of these veils rather than the veils found in that book. For characters in such a game that are not utilizing much Spheres content (such as a base veilweaver not using a spheres archetype), using the original veils may be an acceptable option. At the GM’s discretion, a character using the Spheres of Akasha system could be allowed to use the original veils rather than the adapted veils featured below. In such a case the GM should decide which veil should be allowed on a case by case basis to best suit their own game.

Armory of the Conqueror (Spheres of Akasha)

Descriptors: none
Class: Daevic
Slot: Hands, Wrists
Saving Throw: none

A gleaming band of hardened akasha wraps around your weapons, thrumming with power.

When you invest essence in this veil, choose one manufactured weapon you are wielding, unarmed strikes, or a single natural weapon. As long as this veil is invested with essence, at the beginning of each turn you may select a different weapon. Investing essence in this veil causes the selected weapon to grow in power as if you had increased in size, as detailed in the essence section below.

Ranged weapons confer this property to their ammunition, and thrown weapons retain this size increase until after the attack made using the thrown weapon is resolved.

This effective increase in size does not stack with any other size increases, such as the enlarge person spell, the impact special property, the Encompassing Light talent, or the Size Change talent. If you or your weapon would be affected by such an ability while you are benefiting from the powers of this veil, use the higher of the size increases when determining your weapons damage dice.

Essence: A weapon affected by this veil is treated as though it is one size category larger than it actually is when 1 point of essence is invested. For every 2 points of essence invested beyond the first, this size bonus increases by an additional category.

Chakra Bind (Hands): Binding this veil to your Hands chakra makes the weapon extremely difficult to pull from your grasp, granting you a +1 insight bonus to CMD vs. Disarm attempts per point of essence invested.

Chakra Bind (Wrists): The veil wrapping your weapon protects it from harm. In addition to granting the same benefits as the Hands bind, your weapon’s hardness increases by 5 times the number of points of essence invested in this ability, and the weapon gains an insight bonus on all saves vs. any effects which target it (such as a rusting grasp spell) equal to the amount of essence invested.

Crimson Totem (Spheres of Akasha)

Descriptors: Enhanced (great club)
Class: Daevic
Slot: Blood
Saving Throw: none

This totem glows a violent red as akashic energy is reinforced with pure life’s blood.

You can inflict a small, harmless cut to yourself as a free action, allowing your blood to flow out into your hands into the shape of an akashic totem.

This totem is wielded as a greatclub, and you use your Constitution modifier instead of your Strength modifier when determining your attack and damage rolls made using the totem. If this totem leaves your grasp without being anchored (see below), it immediately disappears.

As a move action, you may anchor your totem to any horizontal surface within your reach; while anchored in this way, the totem cannot be wielded as a weapon, but it creates an aura with a 30-foot radius centered on itself. All allies within this area gain a +1 morale bonus on damage rolls. Retrieving the totem is a move action, and you do not need to be adjacent to the totem to retrieve it.

Essence: For each point of essence invested in this ability, you gain a +1 morale bonus to damage rolls while using this veil as a weapon, and the morale bonus to damage rolls granted by anchoring the totem increases by 1 per point of essence invested.

Chakra Bind (Blood): Binding this veil to your Blood chakra unlocks two potent abilities. When wielding the totem as a greatclub, any successful attack with it against an opponent whose Hit Dice are no fewer than half your veilweaver level heals you for 2 points of damage per point of essence invested in this veil (to a maximum of the damage dealt by that attack). This ability does not work if the attack is used to deal nonlethal damage. When the totem is anchored, all allies affected by the aura gain DR/bludgeoning equal to the essence points invested. This stacks with other sources of DR/ bludgeoning.

Crusader’s Shield (Spheres of Akasha)

Descriptors: Enhanced (heavy shield)
Class: Daevic
Slot: Hands
Saving Throw: none

Bands of hardened akasha stretch out from your hands, creating an impenetrable wall of akashic energy.

You can summon a heavy shield formed of brilliant silvery akasha into your hands as a free action. If this shield leaves your grip, it immediately disappears.

As a move action, you can cause this shield to expand outward, creating a translucent, flat, vertical plane of akashic energy in the form of one 10-foot square wall that stops attacks, movement, breath weapons, and any targeted spells or effects which would pass through.

Teleportation spells or effects that do not require physical contact, such as hypnotic pattern, are not impeded. Effects that deal hit point damage that are intercepted by this akashic wall instead deal damage directly to the veil. You cannot move while this wall is shaped but may dismiss it as a free action.

Essence: For each point of essence invested in this veil, its hardness increases by 2 and the wall extends an additional 5 square feet.

Chakra Bind (Hands): Binding this veil to your Hands chakra makes it vastly more responsive; you may now activate the barrier as an immediate action a number of times per day equal to your veilweaving modifier.

El’s Utterdark Shield (Spheres of Akasha)

Descriptors: Darkness, Enhanced (heavy shield), Teleportation
Class: Daevic
Slot: Hands, Wrists
Saving Throw: Will negates

A shield of utter darkness forms in your hands, a gateway to oblivion.

You can summon a heavy shield composed of pure darkness into your hands as a free action. If this shield leaves your grip, it immediately disappears.

Once per round when an opponent within your reach misses you or an adjacent ally with a melee attack, you may spend an attack of opportunity to perform a shield bash against that opponent. If you successfully hit the target, they must succeed at a Will saving throw or be swallowed by your shield, cast into a dimension of utter darkness for 1 round (plus additional rounds depending on points of essence invested).

While trapped in this dimension, the creature takes 1d8 negative energy damage each round and cannot take any action or be targeted by any other effect. Creatures trapped in this way may attempt a Will saving throw at the start of their turn each round to end the effect. On a successful save or when the effect ends, the creature appears in the space they last occupied (or the nearest adjacent space if that space is now occupied).

Essence: For each point of essence invested in this veil, your shield bash attacks deals 1d8 additional negative energy damage and the damage dealt to those trapped within your utterdark effect increases by 1d8. For every 2 points of essence invested, the duration of the dimensional trap effect increases by 1 round.

Chakra Bind (Hands): Binding this veil to your Hands chakra makes it even more deadly; you gain a +1 profane bonus per point of essence invested in this veil to shield bash attack rolls made using this veil, and to all negative energy damage rolls.

Chakra Bind (Wrists): You may activate this veil’s ability one additional time per round for every 2 points of essence invested, though you cannot activate this ability if you do not have any attacks of opportunity remaining.

Forcestrike Knuckles (Spheres of Akasha)

Descriptors: Force
Class: Daevic, Guru
Slot: Hands
Saving Throw: none

Nearly invisible bands of akasha wrap your hands, lending power to your strikes.

At the start of each of your turns, choose a single natural attack you possess or your unarmed strikes. Until the beginning of your next turn, the chosen attack deals force damage in place of whatever physical damage type it might have dealt (this does not apply to any bonus elemental damage dealt by the attack). In addition, the chosen attack counts as a magic weapon for bypassing damage reduction and deals full damage to incorporeal creatures.

Essence: For each point of essence invested in this veil, the chosen attack deals +1 force damage.

Chakra Bind (Hands): Binding this veil to your Hands chakra allows you to create disc-shaped vambraces of pure force energy that grant you a shield bonus to AC equal to the number of points of essence invested in this veil. This bonus applies against incorporeal touch attacks, since it is a force effect.

Hand Cannons (Spheres of Akasha)

Descriptors: Enhanced (see text)
Class: Daevic, Vizier
Slot: Wrists
Saving Throw: none

It’s said that this veil was developed after an adventuring akasha user witnessed the destructive power of a rampaging cannon golem.

Shaping this veil grants you the ability to conjure whirling energy that surrounds one of your free hands. This energy allows you to make attacks as if it were a ranged weapon with a range increment of 20 feet that deals 2d6 points of bludgeoning and piercing damage (1d8 for Small creatures, 3d6 for Large). This special ranged weapon can be enhanced as a ranged weapon of no particular type, thus it cannot gain special properties that call for a specific weapon, and can be conjured into one of your free hands as a free action. You may call this weapon into multiple free hands if you so wish, but it suffers the normal penalties associated with an Enhanced veil that created multiple weapons if you choose to do so.

These hand cannons are treated as a ranged weapon for all purposes, such as for feats and talents that normally affect ranged weapons (like Deadly Aim feat or the Barrage sphere). You can choose your hand cannons veil as a weapon type for any feats or talents that affect only a single weapon type as well (like the Weapon Focus feat or Critical Genius talent).

Essence: For every 1 point of essence invested in this veil, the range increment increases by 10 feet.

Chakra Bind (Wrists): Binding these potent weapons to your Wrists chakra allows you to unleash their full destructive power. The damage die of your hand cannons is increased by 1 step (2d6 for Small creatures, 3d6 for Medium, 4d6 for Large) and their damage bypasses the hardness of any creatures or objects they strike.

Loyal Paladin’s Spear of Light (Spheres of Akasha)

Descriptors: Enhanced (short spear), Good
Class: Daevic, Guru, Vizier
Slot: Hands
Saving Throw: Reflex half

Holy light forms into a gleaming spear, ready to plunge into your foe’s evil heart.

You can summon a short spear formed from akashic energy infused with the power of the upper planes to your hands as a free action. If this spear leaves your grasp, it disappears at the end of your turn. Treat this spear as a short spear, except that it is a light weapon and the damage dealt results directly from sanctified akashic energy and is therefore not subject to damage reduction or energy resistance. Any damage dealt by weapon special abilities (such as the bane or flaming abilities) is not changed or increased by this ability. Treat the base weapon size as one category smaller if the target of an attack is good, or one size category larger if they are evil; these size modifiers stack with all other size changes or virtual size changes.

Essence: For each point of essence invested in this ability, the spear deals an additional 1d6 damage; this bonus damage is not multiplied on a critical hit. For every 2 points of essence invested in this veil, the spear’s reach increases by 5 feet.

Chakra Bind (Hands): Binding this veil to your Hands chakra gives you the ability to throw the spear as a standard action, causing it to transform into a bolt of holy light that strikes all enemies along a 10-foot long line, plus 10 feet per point of essence invested, dealing damage as normal for the weapon. Feats such as Deadly Aim or Point Blank Shot have no benefit when using the spear in this manner. Creatures in the line can attempt a Reflex save for half damage.


City of 7 Seraphs by Lost Spheres Publishing
Classes
Aegis Aethernaut Echo
Eclipse Nexus Radiant
Shadow Weaver Sphereshaper Theurge
Races
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Xodai
Luminous Organizations
Ashlords Children of Dreams Everlasting Dawn Foreseers House of Prominence Steamstriders
Neutral Organizations
Cocoon Pact Descendants of Thunder
Umbral Organizations
Blackswords Booksealers Church of Coin Frozen Graves Hands of Burden Scarlet Sovereignty
Get The City of 7 Seraphs
Get Spheres of Akasha
Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Magemage Realmwalker
Tempestarii Waking Sleeper
Spheres
Alteration Blood Conjuration Creation
Dark Death Destruction Divination
Enhancement Fallen Fey Fate Illusion
Life Light Mana Mind
Nature Protection Telekinesis Time
War Warp Weather
Other Spheres
Bear Technomancy
Rules
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Equipment
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses (Metamagic) Charms Compounds
Fabled Items Implements Marvelous Items Schematics
Scrolls Spell Engines Spellzones Talent Crystals
Feats
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Damnation Drawback Extra
General Item Creation Metamagic Necrosis
Plague Protokinesis Proxy Purring
Racial Ritual Squadron Surreal
Teamwork Theurge Wild Magic
Get Ultimate Spheres of Power Get the Original RulebookU
Get Expanded OptionsU Get Expanded Options 2
Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
Death HandbookU Destruction HandbookU Divination HandbookU Enhancement HandbookU
Fate HandbookU Illusion HandbookU Life HandbookU Light HandbookU
Mind HandbookU Nature HandbookU Protection HandbookU Telekinesis HandbookU
Time HandbookU War HandbookU Warp HandbookU Weather HandbookU
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Cognition Talents
Cohorts and Companions Dark ApocryphaU Debilitating Talents 2 Destruction ApocryphaU
Light ApocryphaU Nature (Air) PackageU Nature (Earth) ApocryphaU Nature (Fire) ApocryphaU
Nature (M/P/W) ApocryphaU Nature (Spirit) ApocryphaU Protokinesis ApocryphaU Sidhe Court
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 Treasures: Weapons and Tools The Wraith ClassU
Wild Magic Woodfaring Adventures Worlds of Power The Youxia's Handbook
Bestiary: Fey and Feyfolk The High Magic Handbook Realmwalker's Handbook Bestiary: Fiends of the Cosmos
Adventures
Wreckage to Deliverance Wreckage to Deliverance Player's Guide

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

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.