Ultimate Spheres of Power
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Magic Item Creation
For the rules on creating magic items in Spheres of Power, see the Magical Items page.
Capture Spell (replaces Scribe Scroll) (Item Creation)
Prerequisites: Caster level 1st.
Benefits: A character who possesses this feat can create scrolls. In addition to ritual scrolls (which function the same as scrolls from the core Pathfinder Roleplaying Game), they can create scrolls using the talent-based item creation system. Scrolls have the same requirements for deciphering and activating as core Pathfinder scrolls, and a creature must possess a scroll’s base sphere, or else must activate the scroll through the Use Magic Device skill.
A scroll has a base cost of 25 gp x caster level x complexity.
Craft Apparatus (replaces Craft Rod) (Item Creation)
Prerequisites: Caster level 1st.
Benefits: This feat allows for the creation of talent-based magic items that require no activation except to hold, wear, or carry them.
Creating an apparatus costs 2,000 gp x caster level x complexity. An item must have an effect measured in hours to be made into an apparatus. Thus, as an example, if making an apparatus of the War sphere totem talent-based item creation effect, which is measured in rounds, the effect would need to have its duration increased by 3 steps (+6 complexity) before it could be made into an apparatus.
Continual Life Sphere Effects: Creating an apparatus that grants what is normally an instantaneous effect, such as Life sphere effects, has a base complexity of 6. If crafting an apparatus that grants a continual cure, the effect becomes instead fast healing 1 (+1 per additional +1 in complexity). If an apparatus grants a continual restore, it instead grants immunity to one effect (+1 per additional +1 in complexity; a creature cannot gain immunity to effects that require a magic skill check to remove or are unaffected by the Life sphere). Temporary hit points cannot be made into a continual effect.
Craft Implement Of Power (replaces Craft Staff) (Item Creation)
Prerequisites: Magic skill bonus +3.
Benefits: 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; this bonus does not apply to spell engines nor other magic items they might be using. Implements of Conjuration, Death, and Enhancement do not increase the number or statistics of companions, undead, or animated objects; instead, such implements grant circumstance bonuses to the creature’s attack rolls and skill checks.
Most implements are staves; 3-5 feet long sticks of wood or metal that the caster holds, but an implement can take any shape. 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 magical enchantments placed upon it, use the highest caster level. An implement must have at least a +1 enhancement bonus to have any other implement special abilities.
Note: Implements cannot be used to meet caster level prerequisites. If a talent has prerequisites, the user or the staff must have access to all prerequisites to use that talent. Implements can be either slotted items or handheld items, like staves or weapons. They can be combined with other magic items as normal.
Implements and Automatic Bonus Progression
In games making use of the automatic bonus progression rules (Pathfinder Unchained), treat implements that grant an enhancement bonus to caster level as weapons for the purpose of attunement bonuses.
Craft Magical Traps (Item Creation) [HMH]
Prerequisites: Contingency; Craft Apparatus or Craft Marvelous Item.
Benefit: When crafting a marvelous item, you may increase the item’s complexity by 3 to build it as a magic trap rather than a marvelous item. Rather than being activated normally, a magic trap activates automatically when certain conditions are met, as per a sphere effect prepared using the Contingency feat. A magic trap may activate based upon the same parameters as a Contingency effect and may be perceived and disabled in the same manner as a Contingency effect. A magic trap is limited in its activations per day in the same manner as a normal marvelous item and cannot be activated more than once per minute. Changing a magic trap’s contingency conditions takes 10 minutes of work by the creator or somebody who has successfully disabled the trap with a Disable Device check.
GM discretion is advised in the creation of magic traps. A magic trap is considered to have the Area Bound drawback even if you do not have that crafting drawback and only functions within 100 feet of the space in which it was created.
Craft Marvelous Item (replaces Craft Wondrous Item) (Item Creation)
Prerequisites: Caster level 1st.
Benefits: A marvelous item is a device that produces a magical effect that must be activated (usually activated as a standard action) often through the touch of a button, the speaking of a command word, or some other action such as striking the item against the ground, holding it against the intended target, throwing the item through the air. Marvelous items use the talent-based method of magic item creation. If a marvelous item’s effect requires a saving throw from any creature, the DC is equal to 10 + 1/2 the item’s caster level.
A marvelous item can be used once per day by default, and costs 400 gp x caster level x complexity. Additionally, a marvelous item can possess the following custom multipliers.
Multiple Uses: If a marvelous item can be used multiple times per day, multiply the cost by the number of daily uses. If its uses per day is increased to 5, it becomes usable an unlimited number of times per day.
Limited Uses: If a marvelous item can be used at will but only a maximum of 50 times before it loses all of its magic, multiply its cost by 2.5.
Craft Rituals (Item Creation)
Prerequisite: Ritual Caster, casting class feature.
Benefits: You may research rituals. See Advanced Magic for more information on researching rituals.
Craft Spell Engine (replaces Craft Wand) (Item Creation)
Prerequisites: Caster level 1st.
Benefits: This feat allows a creature to create spell-trigger items which casters can use as if they were their own sphere abilities. A creature must possess a spell engine’s base sphere, or else must activate the spell engine through the Use Magic Device skill.
The most common form of spell engine is a wand; a handheld stick usually between 5 and 12 inches long that the caster points to direct the magic. However, a spell engine can take any form.
A spell engine contains a limited amount of casting ability, which can be activated by the one wielding the spell engine as a standard action, as if the magic were their own. A spell engine possesses a base sphere, a caster level, and a small pool of spell points. The spell engine uses its own caster level and spell points to fuel its casting ability; under normal circumstances, a caster cannot spend their own spell points or use their own caster level when activating a spell engine. If a spell engine’s effects call for a saving throw, the DC is equal to 10 + 1/2 the item’s caster level.
Once per day, a caster whose caster level is at least equal to the spell engine’s caster level may spend one of their spell points to restore 1 spell point to the spell engine. A spell engine may only have one spell point per day restored in this fashion, regardless of how many casters attempt to do so.
The simplest spell engine a crafter may create contains a base sphere, 1 spell point, and a caster level of 2. This spell engine has a base price of 1,000 gp. When a crafter increases a spell engine’s caster level (to a maximum of their own), for every 2 caster levels a spell engine gains, the crafter may place an additional magic talent into the spell engine, or may increase the spell engine’s maximum spell point pool by 1. A crafter must possess each talent to be placed in the spell engine, or else must have access to that talent through another caster. Likewise, if a crafter possesses a sphere-specific drawback for the spell engine’s base sphere (or simply wants to create a focused spell engine), that spell engine also possesses that sphere-specific drawback, and gains either a bonus magic talent or a spell point in exchange.
A spell engine may contain an advanced talent, but must possess that talent’s minimum caster level, as well as all of its prerequisite talents. A spell engine may be used to meet the prerequisites for creating other magic items.
A spell engine’s pricing is determined by comparing it to Table: Spell Engine Pricing.
Table: Spell Engine Pricing
Caster Level |
# of Additional Magic Talents/Spell Points |
Price (gp) |
2 (base wand) |
0 |
1,000 |
4 |
1 |
4,000 |
6 |
2 |
9,000 |
8 |
3 |
16,000 |
10 |
4 |
25,000 |
12 |
5 |
36,000 |
14 |
6 |
49,000 |
16 |
7 |
64,000 |
18 |
8 |
81,000 |
20 |
9 |
100,000 |
Develop Spellzone (Item Creation) [HMH]
Prerequisite: Caster level 5th.
Benefit: You may create and modify spellzones.
Special: Spellzones have the capacity to dramatically affect a setting due to their immense versatility and power. As a result, this feat is only available with GM permission. Furthermore, spellzones are exempt from the usual rule requiring effects to have a caster level equal to or greater than their complexity.
Distill Compound (replaces Brew Potion) (Item Creation)
Prerequisites: Caster level 1st.
Benefits: A creature with the Distill Compound feat is adept at creating compounds including potions, oils, and powders. Compounds are magical effects stored in physical form; they use the talent-based method of item creation, and are usable only once.
- A potion targets the creature who drinks it, usually as a standard action (one target with a range of personal).
- An oil may be applied to an object or creature within your reach as a standard action. For unwilling targets this requires a melee touch attack that does not provoke an attack of opportunity. You may attempt to apply an oil to a target at range, treating the oil as a splash weapon that only affects the target of a direct hit. Additionally, if the oil affects creatures but not objects, you may use the oil as a contact poison such as by applying it to a weapon.
- An effect that targets an area can be made into a powder. A powder may be thrown as a splash weapon (centering itself on the square it strikes), or may be spread by hand (centering the effect anywhere between directly on the user and far enough away so the area of effect borders the user’s space).
- With GM permission, it is also possible to place a compound-like effect into a different, appropriate item (for example, a jewel that explodes when thrown or an apple that applies a potion-like effect when eaten, etc.).
A compound has a base cost of 50 gp x caster level x complexity. If a compound requires a saving throw, the DC is equal to 10 + 1/2 its caster level.
Eldritch Craft (Item Creation) [Cata. HB]
Your strange magics bleed into the devices you forge.
Prerequisite: Any item creation feat.
Benefit: Any magic items that you craft share the benefits of boons that you possess. For example, you possess the Alien Source boon, creatures take penalties to counterspell the item and spell resistance against the item’s effects. Similarly, the item’s caster level would increase in specific weather conditions if you possess the Atmoturgy boon or when at least three creatures are already affected by the item if you possess the Draw Magic boon. Boons which apply negative conditions (such as Overcharge) or which are dependent upon certain factors of the user (such as Deathful Magic) consider the state of the creature using the effect rather than the item to determine effects. This feat cannot be used in conjunction with boons that require a specific drawback such as Fortified Casting.
Etch Schematic (Item Creation) [HMH]
Prerequisite: Caster level 1st.
Benefit: You may create and modify schematics.
Forge Charm (replaces Forge Ring) (Item Creation)
Prerequisites: Magic skill bonus +1.
Benefits: A creature with the Forge Charm feat knows how to add permanent enhancements and effects to an item, such that whoever wears or uses that item gains that bonus for as long as they are wearing or using that item.
When forging a charm, the crafter must possess the base sphere associated with the charm to be made. The base cost of a charm, as well as the minimum magic skill bonus required, vary depending on the type of charm being made. As always, crafting a charm costs 1/2 the base cost.
A charm uses the crafter’s MSB rather than their caster level when determining the maximum caster level charm they can create. The item’s minimum caster level is determined by the charm being created, as detailed below. If the item possess multiple charms or other enchantments, use the higher caster level of all included enchantments.
Table: Charm Bonuses
Charm |
Minimum Caster Level |
Required Base Sphere |
Maximum Bonus |
Base Cost |
Grant an enhancement bonus to an ability score |
2x enhancement bonus |
Enhancement |
+6 |
Bonus squared x 1,000 gp |
AC bonus (deflection) |
3x bonus |
Protection |
+5 |
Bonus squared x 2,000 gp |
AC bonus (natural armor) |
3x bonus |
Alteration |
+5 |
Bonus squared x 2,000 gp |
AC bonus (other) |
3x bonus |
Various1 |
+3 |
Bonus squared x 2,500 gp |
Energy Resistance |
1/2 granted resistance |
Protection |
+30 |
1,600 x resistance -4,000, resistance 5 minimum |
Save bonus (resistance) |
3x bonus |
Protection |
+5 |
Bonus squared x 1,000 gp |
Save bonus (other) |
3x bonus |
Various1 |
+3 |
Bonus squared x 2,000 gp |
Skill bonus (competence) |
1x competence bonus |
Mind |
+20 |
Bonus squared x 100 gp |
Spell resistance |
1/2 granted resistance |
Protection |
- |
10,000 gp per point over SR 12, SR 13 minimum |
CMB/CMD (competence, one combat maneuver) |
3x bonus |
Enhancement |
+5 |
Bonus squared x 1,000 gp |
1: While uncommon, it is possible to have magic items that grant luck, insight, profane, or sacred bonuses to AC or saving throws, morale bonuses to saving throws, or other bonuses. When applying such benefits through a charm, morale bonuses have Mind as a base sphere, insight bonuses have Divination as a base sphere, and luck, profane, and sacred bonuses have Fate as a base sphere.
Forge Construct (replaces Craft Construct) (Item Creation)
Prerequisites: Any two of the following feats: Craft Apparatus, Craft Marvelous Item, Forge Charm, Smith Magical Weapons And Armor; magic skill bonus +5.
This feat is functionally identical to Craft Construct.
Smith Magical Weapons And Armor (replaces Craft Magical Arms or Armor) (Item Creation)
Prerequisites: Magic skill bonus +3.
Benefits: This feat allows the user to craft magical weapons and magical armor. Crafting magical weapons and magical armor follows the same rules as core Pathfinder magical weapons and armor, except that a creature must possess the base sphere associated with any special ability before it can be added. Some core Pathfinder special abilities that can be added to magical weapons or armor carry prices calculated in gp costs rather than bonus increases; some of these special abilities are enchantments more appropriately created through the Craft Marvelous Item or Craft Apparatus feats, which should be used to craft such enchantments.
Magical weapons and armor use the crafter’s MSB rather than their caster level when determining the maximum caster level item they can create. The item’s caster level must be at least 3x the enhancement bonus of the weapon or armor. If the item has other magical enchantments placed upon it, use the higher caster level. A magical weapon or magical piece of armor must have at least a 1 enhancement bonus to have any other special abilities.
Table: Magical Weapon and Armor Pricing
Weapon Bonus |
Base Price (gp) |
Armor/Shield Bonus |
Base Price (gp) |
+1 |
2,000 |
+1 |
1,000 |
+2 |
8,000 |
+2 |
4,000 |
+3 |
18,000 |
+3 |
9,000 |
+4 |
32,000 |
+4 |
16,000 |
+5 |
50,000 |
+5 |
25,000 |
+6 |
72,000 |
+6 |
36,000 |
+7 |
98,000 |
+7 |
49,000 |
+8 |
128,000 |
+8 |
64,000 |
+9 |
162,000 |
+9 |
81,000 |
+10 |
200,000 |
+10 |
100,000 |
Versatile Crafter
Prerequisite: Any item creation feat.
Benefit: When creating a magic item, you may create an item even if you lack the base sphere or do not have a high enough caster level or MSB. This increases the DC of the item creation check by +5 for each base sphere or individual caster level/point of MSB bypassed in this fashion.
Wiki Note: Versatile Crafter is on this page because it is about creating magic items. However, it is not a true item creation feat, and does not count as such for any purpose. This feat does not allow you to bypass talent prerequisites for creating compounds, spell completion items, or spell trigger items.
Item Creation feats are used to create magical items or access other types of advanced casting techniques.
All actual item creation feats are tagged (item creation). Some feats that are not actually crafting feats, but are related to crafting, are also included on this page. These feats are not eligible choices if your class gives you a bonus crafting feat.
Capture Spell (replaces Scribe Scroll) (item creation)
Prerequisites: Caster level 1st.
A character who possesses this feat can create scrolls. In addition to ritual scrolls (which function the same as scrolls from the core Pathfinder Roleplaying Game), they can create scrolls using the talent-based item creation system. Scrolls have the same requirements for deciphering and activating as core Pathfinder scrolls, and a creature must possess a scroll’s base sphere, or else must activate the scroll through the Use Magic Device skill.
A scroll has a base cost of 25 gp x caster level x complexity.
Craft Apparatus (replaces Craft Rod) (item creation)
Prerequisites: Caster level 1st.
This feat allows for the creation of talent-based magic items that require no activation except to hold, wear, or carry them.
Creating an apparatus costs 2,000 gp x caster level x complexity. An item must have an effect measured in hours to be made into an apparatus. Thus, as an example, if making an apparatus of the War sphere totem talent-based item creation effect, which is measured in rounds, the effect would need to have its duration increased by 3 steps (+6 complexity) before it could be made into an apparatus.
Continual Life Sphere Effects: Creating an apparatus that grants what is normally an instantaneous effect, such as life sphere effects, has a base complexity of 6. If crafting an apparatus that grants a continual cure, the effect becomes instead fast healing 1 (+1 per additional +1 in complexity). If an apparatus grants a continual restore, it instead grants immunity to one effect (+1 per additional +1 in complexity; a creature cannot gain immunity to effects that require a magic skill check to remove or are unaffected by the Life sphere). Temporary hit points cannot be made into a continual effect.
Craft Implement of Power (replaces Craft Staff) (item creation)
Prerequisites: Magic skill bonus +3.
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 wands nor other magic items they might be using. Implements of Death and Conjuration do not increase the number or statistics of undead or companions; instead, such implements grant circumstance bonuses to attack rolls and skill checks for controlled companions and undead.
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 magical enchantments placed upon it, use the highest caster level. An implement must have at least a +1 enhancement bonus to have any other implement special abilities.
The following special abilities can be added to an implement:
- Magic Talent: The bearer gains access to a specific talent while they wield the implement. The crafter must have access to a talent to add it to an implement. If the 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, the implement needs a minimum caster level equal to the talent’s prerequisites; the bearer of the implement does not gain access to the talent unless they or the implement possess all of its prerequisite talents. This benefit can be granted multiple times. Cost: +2
- Second Sphere: The staff’s granted enhancement bonus applies to the wielder’s caster level with an additional sphere. This benefit can be granted multiple times. The crafter must have access to any sphere to be added in this fashion. Cost: +1
Implements and Automatic Bonus Progression
In games making use of the automatic bonus progression rules (Pathfinder Unchained, Copyright 2015, Paizo Inc.), treat implements that grant an enhancement bonus to caster level as weapons for the purpose of attunement bonuses.
Craft Rituals (item creation)
Prerequisite: 3rd caster level or higher.
Benefit: You may research rituals. See that page for more information on researching rituals.
Craft Spell Engine (replaces Craft Wand) (item creation)
Prerequisites: Caster level 1st.
This feat allows a creature to create spell-trigger items, known as wands, which casters can use as if they were their own sphere abilities. A creature must possess a wand’s base sphere, or else must activate the wand through the Use Magic Device skill.
A wand contains a limited amount of casting ability, which can be activated by the one wielding the wand as a standard action, as if the magic were their own. A wand possesses a base sphere, a caster level, and a small pool of spell points. The wand uses its own caster level and spell points to fuel its casting ability; under normal circumstances, a caster cannot spend their own spell points or use their own caster level when activating a wand. If a wand’s effects call for a saving throw, the DC is equal to 10 + 1/2 the item’s caster level.
Once per day, a caster whose caster level is at least equal to the wand’s caster level may spend one of their spell points to restore 1 spell point to the wand. A wand may only have one spell point per day restored in this fashion, regardless of how many casters attempt to do so.
The simplest wand a crafter may create contains a base sphere, 1 spell point, and a caster level of 2. This wand has a base price of 1,000 gp. When a crafter increases a wand’s caster level (to a maximum of their own), for every 2 caster levels a wand gains, the crafter may place an additional magic talent into the wand, or may increase the wand’s maximum spell point pool by 1. A crafter must possess each talent to be placed in the wand, or else must have access to that talent through another caster. Likewise, if a crafter possesses a sphere-specific drawback for the wand’s base sphere (or simply wants to create a focused wand), that want also possess that sphere-specific drawback, and gains either a bonus magic talent or a spell point in exchange.
A wand may contain an advanced talent, but must possess that talent’s minimum caster level, as well as all of its prerequisite talents. A wand may be used to meet the prerequisites for creating other magic items.
A wand’s pricing is determined by comparing it to Table: Wand Pricing.
Table: Wand Pricing
Caster Level |
# of Additional Magic Talents/Spell Points |
Price (gp) |
2 (base wand) |
0 |
1,000 |
4 |
1 |
4,000 |
6 |
2 |
9,000 |
8 |
3 |
16,000 |
10 |
4 |
25,000 |
12 |
5 |
36,000 |
14 |
6 |
49,000 |
16 |
7 |
64,000 |
18 |
8 |
81,000 |
20 |
9 |
100,000 |
Craft Marvelous Item (replaces Craft Wondrous Item) (item creation)
Prerequisites: Caster level 1st.
A marvelous item is a device that produces a magical effect that must be activated (usually activated as a standard action) often through the touch of a button, the speaking of a command word, or some other action such as striking the item against the ground, holding it against the intended target, throwing the item through the air. Marvelous items use the talent-based method of magic item creation. If a wondrous item’s effect requires a saving throw from any creature, the DC is equal to 10 + 1/2 the item’s caster level.
A marvelous item can be used once per day by default, and costs 400 gp x caster level x complexity. Additionally, a marvelous item can possess the following custom multipliers.
Multiple Uses: If a marvelous item can be used multiple times per day, multiply the cost by the number of daily uses. If its uses per day is increased to 5, it becomes usable an unlimited number of times per day.
Limited Uses: If a marvelous item can be used at will but only a maximum of 50 times before it loses all of its magic, multiply its cost by 2.5.
Distill Compound (replaces Brew Potion) (item creation)
Prerequisites: Caster level 1st.
A creature with the Distill Compound feat is adept at creating potions, oils, and powders. Potions, oils, and powders are magical effects stored in physical form; they use the talent-based method of item creation, and are usable only once.
A potion targets the creature who drinks the potion (one target with a range of personal), while oils target the creature or object is is applied to (one target with a range of touch), while any effect that targets an area is a powder. It is possible to place a compound-like effect into another item as well (for example, a jewel that explodes when thrown or an apple that applies a potion-like effect when eaten, etc.).
A potion, oil, or powder has a base cost of 50 gp x caster level x complexity. If a potion, oil, or powder requires a saving throw, the DC is equal to 10 + 1/2 its caster level.
Forge Charm (replaces Forge Ring) (item creation)
Prerequisites: Magic skill bonus +1.
A creature with the Forge Charm feat knows how to add permanent enhancements and effects to an item, such that whoever wears or uses that item gains that bonus for as long as they are wearing or using that item.
When forging a charm, the crafter must possess the base sphere associated with the charm to be made. The base cost of a charm, as well as the minimum magic skill bonus required, vary depending on the type of charm being made. As always, crafting a charm costs 1/2 the base cost.
A charm uses the crafter’s MSB rather than their caster level when determining the maximum caster level charm they can create. The item’s minimum caster level is determined by the charm being created, as detailed below. If the item possess multiple charms or other enchantments, use the higher caster level of all included enchantments.
Table: Charm Bonuses
Charm |
Minimum Caster Level |
Required Base Sphere |
Maximum Bonus |
Base Cost |
Grant an enhancement bonus to an ability score |
2x enhancement bonus |
Enhancement |
+6 |
Bonus squared x 1,000 gp |
AC bonus (deflection) |
3x bonus |
Protection |
+5 |
Bonus squared x 2,000 gp |
AC bonus (natural armor) |
3x bonus |
Alteration |
+5 |
Bonus squared x 2,000 gp |
AC bonus (other) |
3x bonus |
Various1 |
+3 |
Bonus squared x 2,500 gp |
Energy Resistance |
1/2 granted resistance |
Protection |
+30 |
1,600 x resistance -4,000, resistance 5 minimum |
Save bonus (resistance) |
3x bonus |
Protection |
+5 |
Bonus squared x 1,000 gp |
Save bonus (other) |
3x bonus |
Various* |
+3 |
Bonus squared x 2,000 gp |
Skill bonus (competence) |
1x competence bonus |
Mind |
+20 |
Bonus squared x 100 gp |
Spell resistance |
1/2 granted resistance |
Protection |
- |
10,000 gp per point over SR 12, SR 13 minimum |
CMB/CMD (competence, one combat maneuver) |
3x bonus |
Enhancement |
+5 |
Bonus squared x 1,000 gp |
1: While uncommon, it is possible to have magic items that grant luck, insight, profane, or sacred bonuses to AC or saving throws, morale bonuses to saving throws, or other bonuses. When applying such benefits through a charm, morale bonuses have Mind as a base sphere, insight bonuses have Divination as a base sphere, and luck, profane, and sacred bonuses have Fate as a base sphere.
Forge Construct (replaces Craft Construct) (item creation)
Prerequisites: Any two of the following feats: +5 MSB, Craft Apparatus, Craft Marvelous Item, Forge Charm, Smith Magical Weapons and Armor.
This feat is functionally identical to Craft Construct.
Prepare Consumable
Prerequisites: Caster level 1st.
Benefit: When you gain this feat, choose a sphere. You may create consumable magic items that rely on that sphere as if you had the Capture Spell and Distill Compound feats. If you possess the Capture Spell or Distill Compound feat as well, then you can make those items in a number of minutes equal to the number of hours it would have normally taken. You may choose this feat more than once. Each time you do, choose a different sphere.
Smith Magical Weapons and Armor (replaces Craft Magical Arms or Armor) (item creation)
Prerequisites: Magic skill bonus +3.
This feat allows the user to craft magical weapons and magical armor. Crafting magical weapons and magical armor follows the same rules as core Pathfinder magical weapons and armor, except that a creature must possess the base sphere associated with any special ability before it can be added. Some core Pathfinder special abilities that can be added to magical weapons or armor carry prices calculated in gp costs rather than bonus increases; some of these special abilities are enchantments more appropriately created through the Craft Marvelous Item or Craft Apparatus feats, which should be used to craft such enchantments.
Magical weapons and armor use the crafter’s MSB rather than their caster level when determining the maximum caster level item they can create. The item’s caster level must be at least 3x the enhancement bonus of the weapon or armor. If the item has other magical enchantments placed upon it, use the higher caster level. A magical weapon or magical piece of armor must have at least a 1 enhancement bonus to have any other special abilities.
Table: Magical Weapon and Armor Pricing
Weapon Bonus |
Base Price (gp) |
Armor/Shield Bonus |
Base Price (gp) |
+1 |
2,000 |
+1 |
1,000 |
+2 |
8,000 |
+2 |
4,000 |
+3 |
18,000 |
+3 |
9,000 |
+4 |
32,000 |
+4 |
16,000 |
+5 |
50,000 |
+5 |
25,000 |
+6 |
72,000 |
+6 |
36,000 |
+7 |
98,000 |
+7 |
49,000 |
+8 |
128,000 |
+8 |
64,000 |
+9 |
162,000 |
+9 |
81,000 |
+10 |
200,000 |
+10 |
100,000 |
Table: Weapons Special Qualities
Weapon Special Quality |
Cost |
Sphere |
Adaptive |
+1 bonus |
Creation |
Allying |
+1 bonus |
Enhancement |
Bane |
+1 bonus |
Light |
Benevolent |
+1 bonus |
War |
Called |
+1 bonus |
Warp |
Conductive |
+1 bonus |
Death |
Conserving |
+1 bonus |
Warp |
Corrosive |
+1 bonus |
Destruction |
Countering |
+1 bonus |
Enhancement |
Courageous |
+1 bonus |
Mind |
Cruel |
+1 bonus |
Death |
Cunning |
+1 bonus |
Divination |
Deadly |
+1 bonus |
Death |
Defending |
+1 bonus |
Protection |
Distance |
+1 bonus |
Divination |
Dispelling |
+1 bonus |
Life |
Flaming |
+1 bonus |
Destruction |
Frost |
+1 bonus |
Destruction |
Furious |
+1 bonus |
Mind |
Ghost touch |
+1 bonus |
Warp |
Grayflame |
+1 bonus |
Fate |
Grounding |
+1 bonus |
Weather |
Guardian |
+1 bonus |
Protection |
Heartseeker |
+1 bonus |
Death |
Huntsman |
+1 bonus |
Divination |
Impervious |
+1 bonus |
Protection |
Jurist |
+1 bonus |
Enhancement |
Keen |
+1 bonus |
Enhancement |
Ki focus |
+1 bonus |
Enhancement |
Limning |
+1 bonus |
Light |
Lucky |
+1 bonus |
Fate |
Menacing |
+1 bonus |
War |
Merciful |
+1 bonus |
Life |
Mighty cleaving |
+1 bonus |
War |
Mimetic |
+1 bonus |
Protection |
Neutralizing |
+1 bonus |
Nature |
Ominous |
+1 bonus |
Mind |
Planar |
+1 bonus |
Conjuration |
Reliable |
+1 bonus |
Creation |
Returning |
+1 bonus |
Telekinesis |
Quenching |
+1 bonus |
Nature |
Seaborne |
+1 bonus |
Nature |
Seeking |
+1 bonus |
Divination |
Shock |
+1 bonus |
Destruction |
Spell storing |
+1 bonus |
Destruction |
Thawing |
+1 bonus |
Nature |
Throwing |
+1 bonus |
Telekinesis |
Thundering |
+1 bonus |
Destruction |
Valiant |
+1 bonus |
War |
Vicious |
+1 bonus |
Death |
Advancing |
+2 bonus |
War |
Anarchic |
+2 bonus |
Fate |
Anchoring |
+2 bonus |
Enhancement |
Axiomatic |
+2 bonus |
Fate |
Corrosive burst |
+2 bonus |
Destruction |
Defiant |
+2 bonus |
Life |
Designating, lesser |
+2 bonus |
Fate |
Dispelling burst |
+2 bonus |
Life |
Disruption |
+2 bonus |
Life |
Dueling |
+2 bonus |
Enhancement |
Endless ammunition |
+2 bonus |
Creation |
Flaming burst |
+2 bonus |
Destruction |
Furyborn |
+2 bonus |
Mind |
Glorious |
+2 bonus |
Light |
Holy |
+2 bonus |
Fate |
Icy burst |
+2 bonus |
Destruction |
Igniting |
+2 bonus |
Destruction |
Impact |
+2 bonus |
Telekinesis |
Invigoration |
+2 bonus |
Life |
Ki intensifying |
+2 bonus |
Enhancement |
Lifesurge |
+2 bonus |
Life |
Negating |
+2 bonus |
Fate |
Phase locking |
+2 bonus |
Warp |
Shocking burst |
+2 bonus |
Destruction |
Stalking |
+2 bonus |
War |
Unholy |
+2 bonus |
Fate |
Wounding |
+2 bonus |
Death |
Lucky, greater |
+3 bonus |
Fate |
Nullifying |
+3 bonus |
Protection |
Reliable, greater |
+3 bonus |
Creation |
Repositioning |
+3 bonus |
War |
Speed |
+3 bonus |
Time |
Spell stealing |
+3 bonus |
Destruction |
Brilliant Energy |
+4 bonus |
Light |
Dancing |
+4 bonus |
Enhancement |
Designating, greater |
+4 bonus |
Fate |
Nimble Shot |
+4 bonus |
Divination |
Second Chance |
+4 bonus |
Telekinesis |
Vorpal |
+5 bonus |
Death |
Table: Armor Special Qualities
Armor/Shield Special Quality |
Cost |
Sphere |
Benevolent |
+1 bonus |
War |
Arrow Catching |
+1 bonus |
Abjuration |
Balanced |
+1 bonus |
Telekinesis |
Bashing |
+1 bonus |
Enhancement |
Bitter |
+1 bonus |
Alteration |
Blinding |
+1 bonus |
Light |
Bolstering |
+1 bonus |
War |
Brawling |
+1 bonus |
Enhancement |
Champion |
+1 bonus |
Fate |
Clangorous |
+1 bonus |
Destruction |
Creeping |
+1 bonus |
Dark |
Dastard |
+1 bonus |
Fate |
Deathless |
+1 bonus |
Protection |
Defiant |
+1 bonus |
Light |
Fortification, light |
+1 bonus |
War |
Grinding |
+1 bonus |
Enhancement |
Impervious |
+1 bonus |
Enhancement |
Mirrored |
+1 bonus |
Protection |
Poison-Resistant |
+1 bonus |
Life |
Rallying |
+1 bonus |
Mind |
Ramming |
+1 bonus |
Destruction |
Spell storing |
+1 bonus |
Destruction |
Stanching |
+1 bonus |
Life |
Warding |
+1 bonus |
Protection |
Wyrmsbreath |
+1 bonus |
Destruction |
Adhesive |
+2 bonus |
Alteration |
Animated |
+2 bonus |
Enhancement |
Arrow Deflection |
+2 bonus |
Protection |
Delving |
+2 bonus |
Alteration |
Hosteling |
+2 bonus |
Warp |
Merging |
+2 bonus |
Creation |
Putrid |
+2 bonus |
Death |
Radiant |
+2 bonus |
Light |
Spell Resistance (13) |
+2 bonus |
Protection |
Energy Resistance |
+3 bonus |
Protection |
Fortification (moderate) |
+3 bonus |
War |
Ghost Touch |
+3 bonus |
Warp |
Harmonizing |
+3 bonus |
Illusion |
Invulnerability |
+3 bonus |
Protection |
Martyring |
+3 bonus |
Life |
Spell Resistance (15) |
+3 bonus |
Protection |
Titanic |
+3 bonus |
Alteration |
Wild |
+3 bonus |
Alteration |
Energy Resistance, Improved |
+4 bonus |
Protection |
Spell Resistance (17) |
+4 bonus |
Protection |
Energy Resistance, Greater |
+5 bonus |
Protection |
Etherealness |
+5 bonus |
Alteration |
Fortification (heavy) |
+5 bonus |
War |
Reflecting |
+5 bonus |
Protection |
Spell Resistance (19) |
+5 bonus |
Protection |
Versatile Crafter
Prerequisites: Any one item creation feat.
Benefit: When creating a magic item, you may create an item even if you lack the base sphere or don’t have a high enough caster level or MSB. This increases the DC of the item creation check by +5 for each base sphere or individual caster level/ point of MSB bypassed in this fashion.
Wand Charger
Prerequisites: Craft Spell Engine, caster level 4th.
Benefit: When recharging a wand, you may spend a number spell points not exceeding half your caster level, restoring an equal number of spell points to the wand. You may not exceed the wand’s maximum charges this way. You may recharge a wand more than once a day with this ability, but the total transferred spell points cannot exceed half your caster level. Additionally, you may count your caster level as 4 higher when determining what wands you can recharge.