Item Creation Feats
Ultimate Spheres of Power

Capture Spell (replaces Scribe Scroll)

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)

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)

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 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 Marvelous Item (replaces Craft Wondrous Item)

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 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.

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)

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

Distill Compound (replaces Brew Potion)

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.

Forge Charm (replaces Forge Ring)

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)

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)

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 purposes like the Crafting Mastery mythic ability.

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