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 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

New Implements

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

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); 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

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

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 5 lbs.

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

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, Heat Lord, Rain Lord, Wind Lord); 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


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

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
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

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

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


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