Implements [Staves] (Caster Level/Talent Access)
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Just as a weapon can grant enhancement bonuses to its wielder’s attack and damage rolls, an implement of power serves as a focus for magical power, adding enhancement bonuses to its wielder’s caster level with a particular sphere. These bonuses are always enhancement bonuses, and therefore multiple implements benefiting the same sphere do not stack. These bonuses only apply to the wielder themselves; this bonus does not apply to spell engines nor other magic items they might be using. When a sphere effect grants the ability to command minions (such as Conjuration’s companions or Death’s undead), the caster level bonus provided by an implement of that sphere does not increase the Hit Dice or the caster’s maximum number of controlled Hit Dice of creatures commanded through those effects. Instead, implements grant a circumstance bonus to attack rolls and skill checks for controlled creatures equal to the enhancement bonus provided by the implement.

Just like a magical weapon, an implement of power has its cost calculated according to its maximum bonus; an implement of power grants an enhancement bonus from +1 to +5, with a total possible bonus of +10. Just like a magic weapon, an implement costs 2,000 gp x (total bonus) squared.

An implement uses the crafter’s MSB rather than their caster level when determining the maximum caster level implement they can create. The item’s caster level must be at least 3x the enhancement bonus granted by the implement. If the implement has other special abilities applied to it, use the highest caster level. An implement must have at least a +1 enhancement bonus to have any other implement special abilities. Aside from other special abilities, implements can also provide access to specific talents or grant their bonus to one or more additional spheres.

They are normally made with the Craft Implement Of Power feat, but can also be made with the Craft Staff feat if you are not using the new crafting feats.

Note: Implements cannot be used to meet caster level prerequisites. If a talent has prerequisites, the user or the implement must have access to all prerequisites to use that talent.

Table: Implement Pricing
Bonus Equivalent Base Price (gp)
+1 2,000
+2 8,000
+3 18,000
+4 32,000
+5 50,000
+6 72,000
+7 98,000
+8 128,000
+9 162,000
+10 200,000
Table: Common Implement Costs
Description Cost Description Cost
+1 bonus to 1 base sphere 2,000 gp +1 bonus to 1 base sphere, 1 talent 18,000 gp
+2 bonus to 1 base sphere 8,000 gp +1 bonus to 1 base sphere, 2 talents 50,000 gp
+3 bonus to 1 base sphere 18,000 gp +1 bonus to 1 base sphere, 3 talents 98,000 gp
+4 bonus to 1 base sphere 32,000 gp +1 bonus to 1 base sphere, 4 talents 162,000 gp
+5 bonus to 1 base sphere 50,000 gp +2 bonus to 1 base sphere, 1 talent 32,000 gp
+1 bonus to 2 base spheres 8,000 gp +2 bonus to 1 base sphere, 2 talents 72,000 gp
+2 bonus to 2 base spheres 18,000 gp +2 bonus to 1 base sphere, 3 talents 128,000 gp
+3 bonus to 2 base spheres 32,000 gp +2 bonus to 1 base sphere, 4 talents 200,000 gp
+4 bonus to 2 base spheres 50,000 gp +3 bonus to 1 base sphere, 1 talent 50,000 gp
+5 bonus to 2 base spheres 72,000 gp +3 bonus to 1 base sphere, 2 talents 98,000 gp
+1 bonus to 3 base spheres 18,000 gp +3 bonus to 1 base sphere, 3 talents 162,000 gp
+2 bonus to 3 base spheres 32,000 gp +4 bonus to 1 base sphere, 1 talent 72,000 gp
+3 bonus to 3 base spheres 50,000 gp +4 bonus to 1 base sphere, 2 talents 128,000 gp
+4 bonus to 3 base spheres 72,000 gp +4 bonus to 1 base sphere, 3 talents 200,000 gp
+5 bonus to 3 base spheres 98,000 gp +5 bonus to 1 base sphere, 1 talent 98,000 gp

FAQ: Can I Get Special Abilities From Multiple Implements?

Yes, but this is an inefficient use of both gold and magic item slots. While spending 18,000 gp to get another talent you really want can sound tempting at first, investing in multiple implements (particularly for the same sphere) is a poor long-term use of limited resources, and not advised for most characters.


New Implements

The following are sample implements that you can use in your games. Players with the appropriate crafting options can also create other implements.

Battle Banner [TS]

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

Battle banners are chest wraps that hold a large banner that sticks out from a pole. These +1 War implements have a single (totem) talent, often one that matches the ideals or fighting style of the group that ordered the banner. Casters in well-equipped military groups often carry these to benefit the soldiers in their squad.

Construction Requirements
Craft Implement Of Power, War sphere (the (totem) talent used); Cost 9,000 gp

Blaster’s Bracers

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

Description
Each pair of blaster’s bracers are a +1 Destruction implement and are imbued with one (blast shape) talent when created. The wearer may treat this talent as a talent known while wearing the bracers. Both bracers must be worn to have any effect and they require a 24 hours attunement period before use.

Construction Requirements
Craft Implement Of Power, Destruction sphere, creator must possess the talent to be granted; Cost 4,000 gp

Cleric’s Ward [TS]

Aura faint Fate; CL 3rd
Slot none; Price 18,000 gp; Weight 1 lb.

Cleric’s wards are sacred relics often used by churches in dangerous regions. These +1 Fate implements have the Undo Harm (consecration) talent, and churches often have acolytes or priests hold and use them to continually support warriors fighting on the front lines. Many cleric’s wards are also holy symbols. While not as favored among experienced adventurers, who take and deal far more damage than a cleric’s ward can handle, many new adventurers and local guards have been saved by these wards more than once.

Construction Requirements
Craft Implement Of Power, Fate sphere (Undo Harm (consecration)); Cost 9,000 gp

Cursebreaker [TS]

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

Cursebreakers take many forms, including holy books, bells, and the favored weapon of a deity. These +1 Life implements include the Break Enchantment talent, allowing them to suppress or remove curses and many magical effects that have a duration. Churches in areas plagued by curses often have at least one of these tools in their back room, while adventurers occasionally bring them out on trips to help protect their friends. Cursebreakers rarely have more than a +1 enhancement because only the caster’s actual skill can help break curses, rather than their power with the Life sphere.

Construction Requirements
Craft Implement Of Power, Life sphere (Break Enchantment); Cost 9,000 gp

Dimensional Blocker [TS]

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

Dimensional blockers are +1 Warp implements with the Plane Manipulator (space) talent, often brought to situations where people suspect interference by outsiders or other creatures capable of teleporting away. Such creatures can be difficult to eradicate if not pinned in place by magic, so groups planning to attack such creatures often give dimensional blockers to their most powerful casters.

Construction Requirements
Craft Implement Of Power, Warp sphere (Plane Manipulator (space)); Cost 9,000 gp

Doublet of the Elementalist

Aura moderate Destruction and Nature; CL 8th
Slot chest; Price 38,400 gp; Weight

Description
This doublet is crafted from brown/grey wool, with mountain scenery embroidered on its back. It grants the wearer a +3 enhancement bonus to their caster level with both the Nature sphere and the Destruction sphere. Additionally, once per day the wearer can transform themselves into a tree; they can become up to 1 size larger or smaller and lose the ability to take any physical actions but can still think and observe the world around them. They gain hardness 5 and take half damage from energy attacks but gain no increased hit points. They can remain a tree for up to 8 hours at a time, but can return to their normal form as a move action; being a tree for 8 hours counts as resting for the purpose of regaining spell points and other benefits, although the tree-character remains conscious the entire time.

Construction Requirements
Craft Implement Of Power, Craft Marvelous Item, Destruction sphere, Nature sphere; Cost 19,200 gp

Elemental Attuners [TS]

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

Elemental attuners are +1 Destruction implements imbued with a single blast type talent, often taking the shape of gloves or gauntlets with a symbol depicting the talent they contain. Each is designed to offer quick and easy access to different blast types for situational needs. Popular choices include Fire Blast, Frost Blast, and Thorn Blast.

Construction Requirements
Craft Implement Of Power, Destruction sphere (the talent to be granted); Cost 9,000 gp

Ejector [TS]

Aura moderate Time; CL 12th
Slot none; Price 128,000 gp; Weight 3 lbs.

Ejectors are rare and extremely powerful +2 Time implements that include the Mass Time and Ranged Time talents, as well as the Eject (time) talent. Together, these effects grant the ability to instantaneously eject multiple creatures from time and remove them from deadly battles. Some crafters create lesser versions of ejectors that lack the Mass Time talent (reducing its price to 72,000 gp).

Construction Requirements
Craft Implement Of Power, Time sphere (Eject (time), Mass Time, Ranged Time [range]); Cost 64,000 gp

Energy Grapple

Aura moderate Destruction; CL 9th
Slot wrists; Price 16,000 gp; Weight 1 lb.

Description
These bracers have a projection point just under the wearer’s palms, allowing them to grab strands of coherent energy. While wearing the energy grapple, the wearer gains access to the Energy Tether (blast shape) talent and the Tether Adept feat.

If the Energy Tether talent is already possessed, the wearer instead gains the bounding tether mystic combat ability, even if possessing no kinetic scourge levels. If both the Energy Tether talent and the Tether Adept feat are possessed, the wearer gains the bounding tether and dual tether mystic combat abilities. Unlike most implements, these do not grant an enhancement bonus to a sphere.

Construction Requirements
Craft Implement Of Power, Destruction sphere (Energy Tether (blast shape)), Tether Adept, mystic combat class feature; Cost 8,000 gp

Ghost Staff

Aura moderate Death; CL 10th
Slot none; Price 50,000 gp; Weight 5 lbs.

Description
This long pale staff is a +3 Death implement that also contains the Project Spirit advanced Death talent.

Construction Requirements
Craft Implement Of Power, Death sphere (Project Spirit (advanced)); Cost 25,000 gp

Gloves of the Trickster

Aura faint Illusion and Telekinesis; CL 8th
Slot hands; Price 20,000 gp; Weight

Description
These fingerless white leather gloves are usually form fitting, and slip on with ease. While worn separately, they grant the wearer either a +1 enhancement bonus to caster level with the Illusion or Telekinesis spheres (chosen at random each time they put the glove on). If both are worn by the same creature however, they grant a +2 enhancement bonus to caster level with both the Illusion and Telekinesis spheres. Gloves of the trickster are crafted as a set, and are thus only bought and sold in pairs.

Construction Requirements
Craft Implement Of Power, Illusion sphere, Telekinesis sphere; Cost 10,000 gp

Healer’s Staff [TS]

Aura faint Life; CL 3rd
Slot none; Price 7,800 gp; Weight 4 lbs.

This +1 Life implement looks like a giant tube with a plunger on one side and a sharp needle on the other. In addition to its functions as an implement, the healer’s staff also functions as a flask of the dawn (see Marvelous Items), except that it can directly inject the healing serum into targets if the wielder makes a successful melee attack with the healer’s staff (this does no damage to the target).

Construction Requirements
Craft Implement Of Power, Craft Marvelous Item, Life sphere (Deeper Healing); Cost 3,900 gp

Hidden Blade

Aura moderate Illusion; CL 10th
Slot none; Price 49,000 gp; Weight 5 lbs.

Description
This +3 glamered longsword also functions as a +3 Illusion implement.

Construction Requirements
Craft Implement Of Power, Smith Magical Weapons and Armor, Craft Apparatus, Illusion sphere, masterwork longsword; Cost 24,500 gp

Liquid Courage [TS]

Aura faint Mind; CL 5th
Slot none; Price 50,000 gp; Weight 3 lbs.

This clear glass-like container is suspiciously sturdy and is filled with what looks like alcohol, but there’s no stopper or way to actually drink the contents that give it power. Nevertheless, these +1 Mind implements provide the Courage (charm) and the Mass Charm talents, enabling them to fortify the bravery of large groups.

Construction Requirements
Craft Implement Of Power, Mind sphere (Courage (charm)); Cost 25,000 gp

Mass Appeal [TS]

Aura faint variable; CL 3rd
Slot any; Price 18,000 gp; Weight 2 lbs.

Mass appeals come in various shapes and sizes, but share one thing in common: They are all +1 implements with a mass talent for their associated sphere, giving bearers the ability to use powers on more targets at the same time. Though a bit expensive, casters mindful of the limits of their knowledge occasionally craft or acquire several of these and wear them across their body to augment their abilities.

Construction Requirements
Craft Implement Of Power, any sphere that has a mass talent, the mass talent for that sphere; Cost 9,000 gp

Master of Creative Arts

Aura strong Creation; CL 15th
Slot hands; Price 50,000 gp; Weight 0.5 lbs.

Description
The master of creative arts is a metallic glove-like object that covers the fingers with several rings attached to each other by chains. When worn, the glove functions as a +1 Creation implement, and grants the wearer the Exquisite Detail and Forge talents.

Construction Requirements
Craft Implement Of Power, Creation sphere (Exquisite Detail, Forge (alter)); Cost 25,000 gp

Menhir

Aura depends on granted sphere and granted bonus; CL 3x the granted bonus
Slot none; Price 5,000 gp (+1), 20,000 gp (+2), 45,000 gp (+3), 80,000 gp (+4), 125,000 gp (+5); Weight see below

Description
These Large-sized and larger, upright standing stones mark areas of great importance and are commonly enchanted by members of the nature community such as druids, nymphs, shamans and treants. Like implements, every standing stone is associated with a base sphere, which the crafter must possess in order to create the standing stone, either on their own or through another caster. The standing stone usually has an enhancement bonus ranging from +1 to +5.

When standing adjacent to the standing stone and using a sphere ability from the stone’s base sphere, the caster adds the standing stone’s enhancement bonus as a temporary increase to their caster level for that ability. You may only benefit from one menhir at a time. Unlike other implements, this applies not only to magic used by the caster herself, but also to spell engines or other magic items the caster is wielding. Menhir normally do not function unless the standing stone is in contact with the earth, and if moved does not function until placed in a single location for 24 hours.

A menhir’s weight is 5,000 lbs. (Large, enhancement bonus +1 or +2), 10 tons (Huge, enhancement bonus +3 or +4), or 50 tons (Gargantuan, enhancement bonus +5).

Menhir, Greater (Trilithon): A trilithon (or trilith), is a magical structure consisting of two vertical menhir of the same size (posts) supporting a third menhir set horizontally across the top (lintel). The three menhir that make up the trilithon must all share an association with the same base sphere. When standing adjacent to a trilithon and using a sphere ability from the shared stone’s base sphere, the caster only gains the enhancement bonus from the weakest menhir of the trio to that sphere effect.

In addition, the caster gains two temporary talents from the stone’s base sphere (chosen at the beginning of any turn the caster begins adjacent to the trilithon). Unlike with most temporary talents, effects created with the trilithon does not end when the caster loses these talents. A caster may only benefit from one trilithon at a time. Unlike implements, this applies not only to magic used by the caster herself, but also to spell engines or other magic items the caster is wielding. Trilithon, like menhir, normally do not function unless the two posts are in contact with the earth.

A trilithon’s base price is equal to the total cost of the three menhir that make it up. To create a trilithon, one must simply place two menhir standing adjacent to each other, placing a third horizontally across the top.

Construction Requirements
Craft Implement Of Power, any base sphere; Cost 2,500 gp (+1), 10,000 gp (+2), 22,500 gp (+3), 40,000 gp (+4), 62,500 gp (+5) gp

Murderer’s Wand [TS]

Aura strong Death; CL 15th
Slot slotless; Price 98,000 gp; Weight 1 lb.

The murderer’s wand is a slender stick usually made of bone and must be held to be used. This +5 Death implement includes the Killing Curse talent, imbuing the user’s ghost strikes with the ability to outright kill foes who fail too many saves against them. Murderer’s wands are illegal in most regions, though the fact that it is usually only extremely powerful necromancers who craft them means local authorities often have a hard time preventing people from using them.

Construction Requirements
Craft Implement Of Power, Death sphere (Killing Curse); Cost 49,000 gp

Negater [TS]

Aura faint Protection; CL 3rd
Slot slotless; Price 18,000 gp; Weight 3 lbs.

Negaters are usually simple black spheres carved with runes that help repel magic. When held, these +1 Protection implements grant access to the Spell Ward (aegis, ward) talent, allowing the user an opportunity to repress magic in an area or grant spell resistance to an ally.

Construction Requirements
Craft Implement Of Power, Protection sphere (Spell Ward (aegis, ward)); Cost 9,000 gp

Rainbows Bright [TS]

Aura faint Light; CL 3rd
Slot slotless; Price 18,000 gp; Weight 3 lbs.

Rainbow’s bright are long cylinders, usually made of wood or metal, with a circular glass on one side revealing a hollow interior and a faintly glowing object inside. When held, these +1 Light implements give the holder the Disorienting Patterns (light) talent, allowing them to cover terrain in horrifyingly confusing colors and patterns.

Construction Requirements
Craft Implement Of Power, Light sphere (Disorienting Patterns (light)); Cost 9,000 gp

Reanimator’s Shawl [TS]

Aura faint Death; CL 3rd
Slot shoulders; Price 18,000 gp; Weight 3 lbs.

Reanimator’s shawls often take the form of torn or ragged cloaks designed to be wrapped around the shoulders. Despite their unassuming appearance, these +1 Death implements include the Greater Reanimate talent, improving the total Hit Dice a creature can reanimate by 1 per caster level. This item does not allow you to exceed the limit on the number of times you may take Greater Reanimate. Rumors exist of greater versions of these shawls that can grant even an apprentice necromancer the power to raise far more undead than these shawls do.

Construction Requirements
Craft Implement Of Power, Death sphere (Greater Reanimate); Cost 9,000 gp

Runewrap [TS]

Aura faint Enhancement; CL 6th
Slot wrists; Price 32,000 gp; Weight 1 lb.

Runewraps are +2 Enhancement implements with the Energy Weapon (enhance) talent, allowing their bearers to fortify weapons with the corrosive, flaming, frost, or shock special weapon abilities and deal an additional point of damage for every two caster levels the caster has. While moderately expensive, some adventuring parties prize these tools for the flexibility they offer in facing foes that are only weak to certain elements.

Construction Requirements
Craft Implement Of Power, Enhancement sphere (Energy Weapon (enhance)); Cost 16,000 gp

Searchglobe [TS]

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

Searchglobes are +1 Divination implements that look much like crystal balls, but contain three Alternate Divinations. Many searchglobes are highly thematic and contain a trio of related divinations, such as lifeglobes that have Divine Bleeding, Divine Undead, and Divine Life or natureglobes that have Detect Faetouched, Divine Elements, and Divine Weather.

Construction Requirements
Craft Implement Of Power, Divination sphere (Expanded Divinations); Cost 9,000 gp

Specialist’s Staff [TS]

Aura faint Untyped; CL Same as user’s normal CL; 3 if unbonded
Slot none; Price Varies, see description; Weight 4 lbs.

In the hands of an incanter, this staff grants a specific sphere specialization, chosen when the staff is made. The power of this sphere specialization depends on the wielder’s incanter level. It also acts as a +1 implement of the chosen sphere, gaining an additional +1 bonus in the hands of a 4th-level character and every 4 levels thereafter (to a maximum of +5 at 16th level). In the hands of non-incanters, a specialist’s staff only functions as a +1 implement of its respective sphere and does not gain upgrades at higher levels. A specialist’s staff is worth 1.5x the cost of a regular implement (3,000 gp for characters level 1-3, 12,000 gp for characters level 4-7, etc.). Specialist’s staves interfere with each other; a wielder must carry the staff for 24 hours to bond with it before it begins working for them, and a character cannot benefit from more than one of these items (including any similar items that grant specializations) at any time. If the wielder already has the base sphere of the sphere specialization chosen for this staff, they gain a bonus talent in that sphere while wielding this item instead of gaining the base sphere. The bonus talent must be chosen when this staff is made and cannot be changed later. If the user has that talent as well, they do not gain any additional talents.

Construction Requirements
Craft Implement Of Power, creator must have a sphere and its corresponding sphere specialization; Cost 37,500 gp

Staff of Annihilation [TS]

Aura moderate Destruction and strong All; CL 9th (Destruction), 15th (All)
Slot none; Price 135,000 gp; Weight 5 lbs.

This +3 Destruction implement contains the Sculpt Blast (blast shape) talent, allowing its wielder a significant measure of control over the space they attack. However, these implements get their name from the fact that they are also a greater maximizing metamagic apparatus, making it easier to unleash the most powerful blasts possible.

Construction Requirements
Craft Implement Of Power, Craft Apparatus, Maximize Spell, Destruction sphere (Sculpt Blast (blast shape)); Cost 67,500 gp

Staff of Boldness [TS]

Aura moderate Mind and Untyped; CL 10th
Slot none; Price 33,000 gp; Weight 4 lbs.

A favored tool of casters who use the Hostility and Mind Shield charms, this +3 Mind implement is also a normal encouraging metamagic apparatus, making it capable of improving the power of morale effects several times a day.

Construction Requirements
Craft Implement Of Power, Craft Apparatus, Mind sphere; Cost 16,500 gp

Staff of Great Control

Aura faint Conjuration and Death; CL 12th
Slot none; Price 32,000 gp; Weight -

Description
The staff of great control is carved from cherrywood and is adorned with a perfectly-preserved human skull at the top. This implement grants the user a +2 enhancement bonus to caster level with the Conjuration and Death spheres, as well as a +2 bonus to the saving throws and damage rolls of the bearer’s controlled undead and companions.

Construction Requirements
Craft Implement Of Power, Conjuration sphere, Death sphere; Cost 16,000 gp

Staff of Sands and Storms

Aura strong Weather; CL 20th
Slot none; Price 200,000 gp; Weight 100 lbs.

Description
This staff is carved from ancient wood, petrified with age until it is almost stone. The staff itself is supernaturally heavy; simply holding it and carrying it can be incredibly difficult. For those who can bear its weight and speak its command word, however, they find that an entire world's worth of energy appears to be stored within it.

The staff of sands and storms is a +5 Weather implement in any hands, but it also holds up to 10 charges within it; the staff can be recharged at a rate of one charge per day by a caster holding it and spending a spell point. As a standard action its wielder can speak a command word to expend one charge, tapping into and unleashing the writhing energy stored inside the staff. Upon doing so, the staff unleashes a 1,200-foot cone of severity level 7 weather of either Cold, Heat, Precipitation, or Wind (wielder’s choice), which persists for 20 control weather, and cannot be combined with talents such as Storm Lord that add effects to the wielder’s created weather. However, this extreme weather counts as a use of control weather with a caster level and MSB of 20 and an MSD of 31 for the purposes of battling for control with another caster.

A staff of sands and storms can be used for a retributive strike, requiring it to be broken by its wielder as a standard action. (This purposeful breaking does not require a Strength check.) The weather within 1,200 feet of the staff becomes severity level 7 Precipitation, Wind, and either Cold or Heat (50% chance of either) for 1 hour, and all creatures and objects within 2 squares of the broken staff take an amount of electricity damage equal to 20 x the number of charges in the implement. Creatures and objects 3 or 4 squares away take an amount of electricity damage equal to 15 x the number of charges, and those 5 or 6 squares away take an amount of electricity damage equal to 10 x the number of charges. All those affected can attempt DC 17 Reflex saves to reduce the damage by half.

The character breaking the staff has a 50% chance of traveling to another plane of existence (01—50 on a d%), but if she does not, the explosive release of spell energy instantly destroys her. Only certain items, including the staff of the magi and the staff of power, are capable of being used for a retributive strike.

Construction Requirements
Craft Implement Of Power, Weather sphere (Cold Lord (advanced), Heat Lord (advanced), Rain Lord (advanced), Wind Lord (advanced)); Cost 100,000 gp

Staff of the Snide Servant

Aura moderate Conjuration; CL 9th
Slot none; Price 18,000 gp; Weight 5 lbs.

Description
This +1 Conjuration implement contains a single invisible servant inside it that can be summoned as a standard action. This servant has an indefinite duration, and can be called and dismissed (also a standard action) as much as desired. The servant is a companion from the Conjuration sphere with no (form) talents and indeed cannot gain any. The invisible servant will perform services for the wielder of the staff, but it refuses to fight and will dismiss itself if ever asked to perform any dangerous task (fighting, stealing, or other such behaviors).

Additionally, the invisible servant has a terrible attitude, and will subtly mock and insult the wielder of the staff at every opportunity.

Construction Requirements
Craft Implement Of Power, Conjuration sphere, Illusion sphere (Suppression (glamer)); Cost 9,000 gp

Unseen Reacher [TS]

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

Unseen reachers are +1 Telekinesis implements with the Increased Range talent, often crafted into subtle, unassuming forms like rings or bracelets that their bearers can simply put on and use. Many a telekinetic has been underwhelmed upon finding these, only to realize later how much more flexible their powers are with the improved reach.

Construction Requirements
Craft Implement Of Power, Telekinesis sphere (Increased Range [range]); Cost 9,000 gp

Warmage’s Staff [TS]

Aura strong War; CL 12th
Slot none; Price 98,000 gp; Weight 8 lbs.

The warmage’s staff is a long, heavy metal pole suitable for use as a club. When held, it functions as a +4 aggressive watchful War implement. Some wealthy generals enchant these staves with a rally talent they want to use.

Construction Requirements
Craft Implement Of Power, War sphere; Cost 49,000 gp

Weather Vane, Greater [TS]

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

Originally created as a joke with the form of a weather vane indicating the direction wind was traveling, greater weather vanes are +1 Weather implements with the Greater Size talent, allowing them to affect all of the weather within long range of the caster. Many weather casters expecting to oppose large groups use these to gain more control of the battlefield.

Construction Requirements
Craft Implement Of Power, Weather sphere (Greater Size [range]); Cost 9,000 gp

Windowmakers [TS]

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

Windowmakers are +1 Creation implements with the Transparency (alter) talent, often used to discreetly open windows into secure areas so users can scout them out. While popular for crime, some cities get a windowmaker for emergency responders or law enforcement to let them look into locked areas without disturbing the contents.

Construction Requirements
Craft Implement Of Power, Creation sphere (Transparency (alter)); Cost 9,000 gp

Wizard’s Foe [TS]

Aura strong Mana; CL 9th
Slot none; Price 50,000 gp; Weight 2 lbs.

Wizard’s foes are +3 Mana implements with the Ignition (expunge) talent, which allows their users to both damage their foes and destroy their spell points. These implements are rarely seen with a lower enhancement bonus because +3 is the minimum to guarantee improved damage with the Ignition talent… and, of course, users normally want to maximize their chances of burning off a foe’s power. A wizard’s foe must be held to be used.

Construction Requirements
Craft Implement Of Power, Mana sphere (Ignition (expunge)); Cost 25,000 gp

Wizard’s Foe, Greater [TS]

Aura strong Mana and Untyped; CL 15th
Slot none; Price 218,000 gp; Weight 2 lbs.

Greater wizard’s foes are +5 aiming Mana implements with the Ignition (expunge) talent, as well as the effects of a greater maximizing metamagic apparatus. The aiming special ability applies this implement’s enhancement bonus to attack and damage rolls made with talents of the Mana sphere. A greater wizard’s foe must be held to be used.

Construction Requirements
Craft Implement Of Power, Mana sphere (Ignition (expunge)); Cost 109,000 gp


Mythic Implements

Paradoxes For Commoners [MCS]

Aura moderate Mind; CL 12th
Slot none; Price 128,000 gp; Weight 4 lbs.
This brightly-covered, friendly-looking book contains a series of mind-shattering paradoxes that can threaten the intellects of any who read them and start thinking about them. In addition to offering delightful bedtime reading material, this tome functions as a +4 Mind implement with the Mind sphere Confusion (charm) and Insanity (mind) talents. A mythic creature using this implement may expend one use of mythic power while activating the Insanity (mind) talent, or as a standard action, to suppress all negative mind-affecting effects on allies within 60 feet for 1 round per tier; if this requires a magic skill check, the caster may add double their tier to their MSB when attempting this check. Time spent suppressed counts against the duration of effects that only work for a set amount of time, while otherwise-permanent effects are removed as if by a miracle or wish spell.
Construction Requirements
Craft Implement Of Power, Mythic Crafter, Mind sphere (Confusion (charm), Insanity (advanced, mind)); Cost 64,000 gp

Rules Of Mana [MCS]

Aura strong Mana; CL 20th
Slot none; Price 200,000 gp; Weight 6 lbs.
This long, crystalline staff pulses slightly whenever it is used. In addition to functioning as a +4 Mana implement, the rules of mana contains the Mana sphere Gift Of Knowledge, Knowledge Drain, and Manathief (expunge) talents. A mythic creature wielding this staff may store an extra talent with Knowledge Drain at 1st, 3rd, and 6th tiers, and may pay one mythic power per extra talent stored to retain knowledge of drained talents for an additional 24 hours (rather than paying spell points, as is normal). When talents are held with mythic power, this staff also counts as an implement of its regular bonus for any sphere those talents are a part of.
Construction Requirements
Craft Implement Of Power, Mythic Crafter, Mana sphere (Gift Of Knowledge (manipulation), Knowledge Drain (advanced), Manathief (advanced, expunge)); Cost 100,000 gp


Implement Special Abilities

The following special abilities can be applied to implements.

Abjuring

While wielding this implement, the caster may spend a spell point as an immediate action to grant spell resistance to himself and all friendly creatures within 30 feet against a single spell or sphere ability. The resistance then ends. The value of this spell resistance is equal to the Protection caster level of the wielder + 10.

Aura moderate Protection; CL 10th; Craft Implement Of Power, Protection sphere; Cost +3 bonus

Aggressive

This special ability may only be applied to implements which give a caster level bonus to sphere effects from the War sphere.

The bearer and all allies within 30 feet gain an insight bonus to initiative equal to the implement’s enhancement bonus.

Aura moderate War; CL 8th; Craft Implement Of Power, War sphere; Cost +1 bonus

Aiming

When using a sphere effect from a sphere to which this implement grants its enhancement bonus, you may apply the implement’s enhancement bonus to any attack and damage rolls granted by the sphere effect. This includes indirect attack rolls, such as hitting something with a Bludgeon through telekinesis or dropping a created object on something.

Aura faint Divination; CL 5th; Craft Implement Of Power, Divination sphere; Cost +1 bonus

Alerting

This special ability may only be applied to implements which give a caster level bonus to sphere effects from the War sphere.

Whenever you roll initiative, you may spend a spell point to allow allies within 30 feet to use your initiative count (if it is higher than their own). You still act before them, and others use their original initiative order to settle the tie.

Aura strong War; CL 15th; Craft Implement Of Power, War sphere; Cost +3 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

Bloodhound [Gravecaller's HB]

This special ability may only be applied to a Blood sphere implement.

The wielder of a bloodhound implement gains blindsense with a range of 10 times the bloodhound implement’s enhancement bonus. The blindsense granted by a bloodhound implement only allows the wielder to detect creatures under the effects of the wielder’s blood control or suffering from bleed damage.

Aura moderate Blood; CL 10th; Craft Implement Of Power, Blood sphere; Cost +2 bonus

Capacitance

You may cast sphere effects into this implement, storing them for a short time before discharging them simultaneously. This casting spends any spell points required at the time it is performed. You may cast sphere effects into the implement with total spell point cost not exceeding the implement’s enhancement bonus and total caster level not exceed three times your caster level (use the highest caster level for the effects stored if you have multiple caster levels). Once an effect is cast into the implement, it dissipates harmlessly after 1 minute. All stored effects may be released as a 1 round action, choosing targets for each stored effect individually within the parameters of that effect.

Aura faint Time; CL 5th; Craft Implement Of Power, Time sphere; Cost +2 bonus

Carved

This special ability may only be applied to implements which give a caster level bonus to sphere effects from the War sphere.

This implement has been enchanted to conduct primal energies through channels engraved in it. The caster may use a swift action to move any totem they own within long range so that it is centered at their current location.

Aura moderate War; CL 6th; Craft Implement Of Power, War sphere; Cost +1 bonus

Equitable

This special ability may only be applied to an implement that grants a bonus to the Life sphere.

This implement can be used to remove a condition that the bearer can not normally restore, provided a basic Life talent exists that can perform the function. The implement may be used this way a maximum number of times per day equal to the caster level bonus it grants. The bearer must still pay the spell point cost of the ability.

Aura moderate Life; CL 6th; Craft Implement Of Power, Life sphere; Cost +1 bonus

Erudite

While using this implement, the caster may apply its enhancement bonus to certain skills, determined by what sphere(s) the implement normally applies an enhancement bonus to. If the implement has multiple spheres, then more skills might be affected.

The skills affected (by sphere) are:

Table: Erudite Skills
Sphere Associated Skills
Alteration Disguise and Survival
Blood Heal and Survival
Conjuration Handle Animal and Ride
Creation Craft (any) and Knowledge (engineering)
Dark Knowledge (dungeoneering) and Stealth
Death Knowledge (planes) and Knowledge (religion)
Destruction Intimidate and Knowledge (engineering)
Divination Perception and Sense Motive
Enhancement Spellcraft and Use Magic Device
Fallen Fey Diplomacy and Knowledge (nature)
Fate Knowledge (arcana) and Knowledge (history)
Illusion Bluff and Disguise
Life Heal and Knowledge (religion)
Light Knowledge (geography) and Perception
Mana Knowledge (arcana) and Spellcraft
Mind Diplomacy and Sense Motive
Nature Knowledge (nature) and Survival
Protection Escape Artist and Survival
Telekinesis Fly and Sleight of Hand
Time Knowledge (history) and Knowledge (nobility)
War Diplomacy and Intimidate
Warp Knowledge (geography) and Knowledge (planes)
Weather Fly and Knowledge (nature)

Aura faint Divination; CL 5th; Craft Implement Of Power, Divination sphere; Cost +2,000 gp

Exacting

If this implement is used to cast a spell which is a ranged attack or ranged touch attack from a sphere to which it applies its enhancement bonus, the caster does not take the standard -4 penalty for attacking an opponent engaged in melee.

Aura faint Divination; CL 5th; Craft Implement Of Power, Divination sphere; Cost +6,000 gp

Extra Sphere

The implement provides an enhancement bonus to a sphere other than its base sphere, chosen when this special ability is gained. This benefit may be taken up to 5 times. The effects stack.

Aura as sphere; CL 5th; Craft Implement Of Power, the crafter must have access to the sphere to be enhanced, either on their own or through another caster; Cost: +1 bonus

Girding

This Protection implement gives its wielder a circumstance bonus to AC equal to its enhancement bonus while it is being held.

Aura faint Protection; CL 10th; Craft Implement Of Power, Protection sphere; Cost +2 bonus

Macabre [Gravecaller's HB]

This special ability may only be applied to a Death sphere implement.

When the wielder of a macabre implement reanimates a creature, it gains a number of temporary hit points equal to three times the macabre implement’s enhancement bonus. These temporary hit points last until lost.

Aura faint Death; CL 4th; Craft Implement Of Power, Death sphere (Necrotic Feeding (ghost strike)); Cost +1 bonus

Magic Talent

Any caster wielding the implement gains access to a magic talent contained within the implement. If this talent is a (form) Conjuration talent, it may be applied to any companion the caster summons, but no more than one creature at any given time. To contain an advanced talent, an implement needs a minimum caster level equal to that talent’s prerequisite caster level, and must contain all of that talent’s prerequisite talents. An implement may gain this special ability multiple times.

Aura as sphere; CL 5th; Craft Implement Of Power, see below; Cost: +2 bonus

The crafter must have access to the magic talent to be included, either on their own or through another caster. The talent must belong to the implement’s base sphere. A caster wielding the implement counts as possessing that magic talent when meeting the prerequisites for creating other magic items.

Meditation

When casting a spell or sphere effect to which the implement’s enhancement bonus applies, the wielder adds twice the implement’s enhancement bonus as an enhancement bonus to concentration checks relating to that spell or sphere effect.

Aura faint Mind; CL 5th; Craft Implement Of Power, Mind sphere (Powerful Charm); Cost +1,000 gp

Mesmerism

While wielding an implement with this benefit, a caster with access to the Mind sphere gains access to a gaze attack capable of affecting creatures within close range.

At first this gaze attack does nothing apart from making others who meet your gaze feel unsettled (an effect that those with the Subtlety talent may suppress if they choose). This effect can be suppressed or resumed as a free action. The gaze attack’s effect can shift to be that of any lesser or greater charm from the Mind sphere that the implement’s wielder possesses as a talent; shifting the gaze to a lesser charm can be done indefinitely (though it does not change the fact that a creature can only usually be affected by any given caster’s lesser charms once per day).

Shifting the gaze attack to a greater charm costs 1 spell point, and the effect lasts for 1 round per point of casting ability modifier (at which point the wielder must either pay another spell point, shift to a different ability, or end the ability as a free action).

Aura faint Mind; CL 9th; Craft Implement Of Power, Mind sphere (Mass Charm, Project Thoughts (charm)); Cost +3 bonus

Reaving [Gravecaller's HB]

This special ability may only be applied to a Death sphere implement.

When casting a ghost strike sphere effect, the wielder of a reaving implement may choose to have that ghost strike tear away at their victim’s life force. A creature who fails their saving throw against a ghost strike augmented by this implement suffers an amount of negative energy damage equal to two times the reaving implement’s enhancement bonus.

The negative energy damage caused by a greater reaving implement festers as cursed wounds that resist natural and magical healing. This damage cannot be healed except by magical healing and the caster or source of the healing must succeed at a magic skill check with a DC equal to 10 + 3 times the greater reaving implement’s enhancement bonus or the healing has no effect on the injured creature. Add up and combine the damage from a greater reaving implement and treat it as a single cursed wound when attempting to heal and remove the damage.

Aura faint Death; CL 6th (normal), 11th (greater); Craft Implement Of Power, Death sphere (Killing Curse); Cost +1 bonus (normal), +3 bonus (greater)

Sanguine [Gravecaller's HB]

This special ability may only be applied to a Blood sphere implement.

The wielder of a sanguine implement gains an insight bonus on all Charisma-based skill checks equal to the sanguine implement’s enhancement bonus.

In addition, whenever the wielder of a sanguine implement fails a Diplomacy check to influence a creature’s attitude, that creature’s attitude does not decrease by one step towards the wielder. This ability only prevents a creature’s attitude from decreasing once every 24 hours.

Aura moderate Blood; CL 10th; Craft Implement Of Power, Blood sphere; Cost +1 bonus

Sunset

This special ability may only be applied to an implement of the Light sphere.

When the wielder of an implement with this special ability causes one of their glow effects to shed bright light by concentrating on it, they may choose for that bright light to persist one round after they stop concentrating on it.

If the wielder of this implement also possesses the Lingering Glow talent, the effects stack, allowing bright light to persist for three rounds after they stop concentrating on it.

Aura faint Light; CL 4th; Craft Implement Of Power, Light sphere (Lingering Glow); Cost +1 bonus

Sustaining

This special ability may only be applied to an implement of the Telekinesis sphere.

You may delegate a telekinetic effect to a sustaining implement. This effect works like the Sustained Force use of telekinesis, except that you do not need to spend a spell point, and your implement may only sustain a single effect at a time. If you delegate concentration to your implement while it is already sustaining a telekinetic effect, the previous effect ceases and all lifted objects are released.

Aura moderate Telekinesis; CL 8th; Craft Implement Of Power, Telekinesis sphere; Cost +2 bonus

Vital

This special ability may only be applied to an implement that grants a bonus to the Life sphere.

The bearer of this implement and all creatures within 60 feet receive a bonus to their saving throws equal to its enhancement bonus against the Death sphere, negative energy, and death effects. The bearer of this implement gain the benefits of the Counterspell feat, which may only be used to counter or dispel Death sphere abilities. Those wielding the implement may add the implements enhancement bonus to their magic skill bonus when using the implement this way.

Aura faint Life and universal; CL 4th; Craft Implement Of Power, Life sphere, Counterspell; Cost +2 bonus

Wand Chambered

This implement may absorb a single wand of a sphere to which its enhancement bonus applies as a standard action. The wand may also be removed as a standard action. While absorbed, the implement’s wielder is treated as wielding this wand and the implement’s enhancement bonus applies to the wand’s caster level. This only applies to implements that are wielded; pieces of equipment or slotless items given implement special abilities cannot gain this benefit.

Aura faint Enhancement; CL 5th; Craft Implement Of Power, Enhancement sphere; Cost +500 gp

Watchful

This special ability may only be applied to implements which give a caster level bonus to magical sphere effects from the War sphere.

With this implement, you may rally an ally (but not yourself) as a free action once per round. You may take this action even when it is not your turn, but not if you are unable to use immediate actions. You must pay the normal spell point costs required by the rally.

Aura moderate War; CL 10th; Craft Implement Of Power, War sphere; Cost +2 bonus

Wellspring

This special ability may only be applied to an implement that grants a bonus to the Life sphere.

When the bearer of this implement uses a cure effect, they may tap into the reserve of this implement and add extra hit points to the cure. A maximum of 20 hit points per +1 caster level bonus of the implement per day can be provided by the implement, and can be delivered in any combination of cure effects. These extra hit points return over night.

Aura moderate Life; CL 8th; Craft Implement Of Power, Life sphere (Fount Of Life); Cost +1 bonus


Spheres of Power by Drop Dead Studios
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