Magical Items

Whether the party is searching for a powerful artifact or brewing potions before an adventure, magical items are an integral part of virtually all fantasy campaigns.

The following rules and guidelines cover the use and creation of magic items through the SoP system.

Important Note: The rules presented on this page consist mainly of those from Items of Power, an official supplement that replaces the crafting rules found in the original Spheres of Power book (and will be replacing them in Ultimate Spheres of Power, an omnibus).

See the following pages for specific examples of items:

Using Magic Items

Spell Trigger and Spell Completion Items

While some Pathfinder magic items (swords, potions, armor, etc.) are usable by virtually any creature, some items (scrolls, wands, and staves) can only be used by magic-users who meet their prerequisites. Specifically, the core Pathfinder system requires the caster to use magic of their same source (arcane or divine), and to have the spell on their spell list. However, while GMs may add distinctions such as the arcane/divine divide to the SoP system through casting traditions, concepts such as spell lists don’t exist in the SoP system.

Instead, when using the SoP system and determining if a creature may activate a spell completion item such as a scroll, the creature must possess the base sphere associated with that item, and their caster level must be at least equal to the caster level of the item. If their caster level is lower than the caster level of the spell-completion item, they suffer a chance of failure, as detailed in the description of scrolls from the Pathfinder Roleplaying Game Core Rulebook.

In order to activate a spell trigger item such as a wand, the caster must possess the base sphere associated with that item. When converting a pre-existing magic item to the SoP system, or when determining which base sphere an SoP caster must possess in order to activate a spell trigger or spell completion magic item from the core Pathfinder magic system, see the conversion chart listed on the Rituals page. As always, the GM is the final arbiter of what magic falls under which sphere.

Adjusting Wealth by Level

The Pathfinder Roleplaying Game contains guidelines for estimating the amount of wealth a character is expected to have at any given level, commonly referred to as Wealth-by-Level.

While not a hard rule of the game, Wealth-by-Level was created as a GM aid when determining how powerful characters are expected to be at different points in the game.

The rules and guidelines presented below can produce both new magic items as well as altered prices for standard magic items. This could alter both how a character spends their money, as well as how much power a certain amount of gold can bring them. When mixing multiple magic item creation systems together, this can cause even greater inconsistencies, as the same item may have a variety of costs depending on which system was used to create it.

While the following rules are designed for balanced gameplay, GMs are encouraged (especially when mixing systems) to adjust prices, powers, and availability of items as needed for a particular game, and to disallow any options that prove disruptive or unbalancing.


Crafting Magic Items

Quick Conversions

In Pathfinder, all pre-written magic items are listed with a set of prerequisites for their creation, often in the form of feats, spells, a minimum caster level, and required material components. When using the Spheres of Power system to create these pre-existing magic items, there are two ways to quickly adapt their prerequisites to fit with the SoP system. These methods require substitutions to be made with either magic talents or rituals.

Magic Talents

When creating a pre-existing magic item, with GM permission, a caster may simply substitute an appropriate magic talent for the required spell: Fire Blast can replace fireball or burning hands, while the Invisibility Illusion talent can substitute for the illusion spell in a similar fashion. The GM is always the final arbiter when determining which talent would replace which spell.

Rituals

For games that employ rituals and/or traditional Pathfinder spellcasting, an SoP caster may use an item’s prerequisite spell as a ritual in order to meet the item’s crafting prerequisites. This can even allow a sphere caster to use the traditional magic item creation rules, using ritual level in place of spell level when determining the cost of a new magic item. When using this method, treat the ritual’s material cost as if it were a spell’s costly material component.

Item Creation with Spheres of Power

It is entirely possible to use the Spheres of Power system with the Pathfinder Roleplaying Game magic item crafting rules without issue; most of the Pathfinder Roleplaying Game’s magic item creation rules differentiate magic items by slot only, and through the ritual system, spherecasters can even meet all of the prerequisites for an item without the need for conversion of any kind. However, Spheres of Power introduced many alternate forms for various magic items to better synergize them with the Spheres of Power system (changing how magical effects are constructed, altering how staves and wands work, etc.) and introduced new crafting guidelines to better work with these changes. These rules have been updated and expanded, and are included below.

Note: The rules and guidelines for creating magic items, both here and in core Pathfinder, are suggestions only; there will always be items that 'should' cost more or less than what the guidelines would indicate, and items whose powers are so unique that they don't quite fit into any guidelines at all. When creating custom magic items, prices should be compared to those of existing items that accomplish similar effects, and the GM is always the final arbiter if a particular price is too high, too low, or whether a desired item simply should not be able to exist.

Creating Magic Items

To create a magic item, a caster must possess the appropriate item creation feat, the base sphere associated with the item’s abilities, and a caster level with that sphere equal to or greater than the caster level of the item (note: charms, implements, and magical arms and armor use the crafter’s MSB instead of caster level). Temporary increases in caster level, such as a Thaumaturge’s forbidden lore class feature or benefits gained through certain casting tradition boons or magic items, do not count towards a caster’s maximum caster level for the purpose of crafting magic items. A creature cannot create a magic item dependent on an ability they cannot use due to a casting tradition drawback.

Additionally, the crafter must supply materials whose cost is equal to 1/2 the base cost of the item to be created. When adding an enchantment to an existing object, the object must be supplied separately (for example, when creating a magic sword, a masterwork sword must be supplied in addition to the cost of the enchantment itself).

Finally, the crafter needs a fairly quiet, comfortable, and well-lit place in which to create a magic item. The crafter must spend 8 hours (1 day) per 1,000 gp in the item’s base cost crafting the magical item. Scrolls, potions, oils, and dusts only take 2 hours to craft if their base cost is 250 gp or lower, but all other items require a minimum of 8 hours to create. The crafter spends the materials required to create the item at the beginning of the crafting process, and cannot create more than one item per day. A creature cannot spend more than 8 hours per day crafting. The days spend crafting needn’t be consecutive.

Crafting must be done in 4 hour blocks at a minimum. If a crafter is working in an area that is distracting or dangerous (such as in the back of a wagon or in an area that is not quiet), they net only half benefit from time spent crafting. A caster can attempt to work on crafting a magic item throughout a day of adventuring (spending time during meals or their shift during watch to do what work they can), but the combination of distracting environments and lack of time mean they only net 2 hours of crafting per day spent in this fashion.

At the end of the crafting period, the caster must make a single skill check (usually Spellcraft, but the caster may substitute an appropriate Craft skill determined by the nature of the item in question) to determine if the item was created correctly. The DC of this check is equal to 10 + the caster level of the item. Failing this check means the item does not function correctly and the materials and time are wasted. Failing this check by 5 or more results in the creation of a cursed item.

When creating a magic item, the crafter must possess the base sphere associated with the enchantment created, either on their own or through an ally, implement, wand, or scroll. If the item requires a talent the crafter does not have access to either on their own or through another caster willing to help (other than the base sphere), they may attempt to create the item anyway, increasing the Spellcraft DC by +5 for each missing talent.

Cooperative Casting
If you need another character or a magic item (such as a wand, implement, or scroll) to supply one of an item’s requirements, both you and the other character or the magic item must be present for the entire duration of the crafting process.

Talent-Based Item Creation

Some magic items, such as magical weapons and charms, pick their powers from a predetermined list. For other magic items, their power and effects are created by building and combining effects, not unlike the method a caster uses to combine spheres and talents when casting.

When creating a magic item that uses the talent-based creation system, its base cost is determined by multiplying its caster level x its complexity x a base cost determined by the type of item being created, as detailed under the different magic item creation feats listed below. While the item’s caster level determines its power just as it does for casters, the enchantment’s complexity is determined by the number and type of benefits it possesses.

All items created through the talent-based creation system must choose a base sphere and ability from the list presented below, and begin with a complexity of 1. The crafter may increase or decrease the item’s complexity through any of the following alterations, but an effect’s complexity always has a minimum of 1. When combining multiple talent-based effects or spell engine/wand effects, they all must be crafted with the same caster level, though each may have its own complexity (charms, implements, and magical weapons and armor do not follow this rule, as their prices are not calculated depending on caster level). An effect’s caster level must be equal to or greater than its complexity.

Increased Range: You may increase or decrease the range of an effect by 1 step at a cost of +1 complexity per increase, or -1 complexity per decrease.

Chart: Range
Range Increments
Personal (user or centered on user)
Touch (adjacent to user)
Close (25 ft. + 5 ft./2 caster levels)
Medium (100 ft. + 10 ft./caster level)
Long (400 ft. + 40 ft./caster level)

Increased Duration: You may increase or decrease the duration of an effect by 1 step at a cost of +2 complexity per increase or -2 complexity per decrease.

Chart: Duration
Duration Increments
1 round/caster level
1 minute/caster level
10 minutes/caster level
1 hour/caster level

Add Talent: You may add the effects of any talent from the item’s base sphere at a cost of +1 complexity per talent. If adding the effects of a talent would normally require the caster to spend additional spell points, increase the complexity by 1 per spell point required.

Note: If adding an advanced talent, the complexity increase becomes +2, +1 per spell point required for its use. All talents listed as prerequisites for that advanced talent must have already been added to the effect, and the item must have a caster level equal to or higher than the talent’s prerequisites. A crafter must have access to an advanced talent to add it to an item; advanced talents cannot be bypassed by increasing the Spellcraft check DC.

Unique Changes: Because magic items are at their best when they are unique and original, there is technically no limitation to what alterations you may make to a magic item. When making a unique change to a magic item’s abilities that is of equal power to adding a magic talent or an additional spell point, increase the complexity by +1. If adding a unique limitation that would be the equivalent of a drawback, decrease the complexity by 1.

Variable Effects: It is possible to create a magic item that gives choice to its user; for example, an item that creates a destructive blast that allows the user to pick from a variety of blast types or blast shapes. For such an item, the complexity increase for every option beyond the most expensive would be 1/2 the usual increase.

Item Base Powers

Alteration

Range: personal
Duration: 1 round/caster level
Effect: The target gains the effects of a shapeshift (Fortitude negates), gaining the blank form and 1 trait +1 per 5 caster levels chosen from the basic Alteration sphere. These must be chosen when the item is crafted and do not change from use to use.

Complexity

  • Forms and Traits: Changing the form or traits granted by this effect increases the complexity by 1 for every talent required. If using a talent, form, or trait would normally cost extra spell points, increase the complexity by an additional +1 per spell point required.
  • Increased Traits: You may add an additional trait to the form, increasing the complexity by 1.
  • Other Talents: Adding the effect of the Mass Alteration talent to this item increases the complexity by 2.
  • Multiple Forms: If the target may change or choose their form or traits from among the talents included in the item, increase the complexity by an additional +1.

Bear

Bear Spirit
Range: personal
Duration: 1 minute/caster level
Effect: Apply a bear spirit to the target, as the base Bear sphere.

Complexity
Improved Bear Spirit: You may give a target bearacteristics, or the ability to activate a bearacteristic once per bear spirit, by improving the complexity by +1, +1 per spell point required. To give a target unlimited uses of a bearacteristic, the complexity increases by +3, +2 per spell point required.

Blood

Blood Control
Range: touch
Duration: 1 round/caster level
Effect: Apply blood control (with either the bleed or coagulate ability) to the target, as the base Blood sphere.

Complexity

  • Improved Blood Control: You may change the (quicken) or (still) effect granted or apply a Blood talent to the effect by increasing the complexity by 1. If the talent or ability would normally cost extra spell points, increase the complexity by an additional +1 per spell point required.
  • Control Required: Instead of the base abilities, you may apply a (quicken) or (still) ability that requires the target to already be under the effects of your blood control to a target that is under the effects of your blood control. This does not increase complexity.

Extract Blood Construct
Range: touch
Duration: 1 round/caster level.
Effect: Create a blood construct per the Extract Blood Construct talent of no more than 1 HD per caster level.

Conjuration

Range: personal (adjacent space)
Duration: 1 round/caster level
Effect: Summons a companion from the Conjuration sphere. Unlike other summoned companions, this companion does not begin with 1 (form) talent.

Complexity

  • Form Talents: Increase the complexity by 1 for every (form) talent the companion possesses.
  • Increased Duration: Adding the Lingering Companion talent or the Greater Summoning talent to this effect increases the duration by 1 step for +1 complexity instead of +2 instead of their usual effects. You may increase the duration to 24 hours by adding both talents and increasing the complexity by an additional +2, for a total of +4.

Creation

Create
Range: personal (adjacent space)
Duration: 1 round/caster level
Effect: Create an object, as the Creation sphere.

Alter
Range: touch
Duration: instantaneous
Effect: Repair or Destroy the target as the base Creation sphere.

Complexity

  • Greater Creation: To add the effects of a Creation talent (or to change the alter effect bestowed), increase the complexity by 1 for every talent added. If a talent would normally cost extra spell points, increase the complexity by an additional +1 per spell point required. When changing the alter effect from repair or destroy, change the duration to match the ability chosen.

Dark

Range: personal (centered on item)
Duration: 1 round/caster level.
Effect: Create an area of darkness as the Dark sphere, filling a 10 ft. + 5 ft. per 2 caster levels radius area.

Complexity

  • Blot: You may change the effect from creating darkness to creating a blot and add a single (blot) talent to the item at no increase in complexity.
  • Meld: You may change the effect from creating darkness to granting the target the benefits of a single (meld) talent. This does not increase the complexity unless selecting the Feed on Darkness (meld) talent, in which case it increases the complexity by 2.
  • Greater Darkness: To add the effects of a Dark sphere talent, increase the complexity by +1 per talent. If a talent would normally cost extra spell points, increase the complexity by an additional +1 per spell point required.
  • Shadow: You may change the effect from creating darkness to generating the effect of a (shadow) talent. Doing so increases the complexity by 1, plus an amount equal to the spell point cost of the talent. Adjust the duration (and casting time if it is less than a standard action) to match that of the talent selected.

Death

Reanimate
Range: touch
Duration: 1 round/caster level.
Effect: Reanimate a corpse into a skeleton or zombie of no more than 1 HD per caster level.

Ghost Strike
Range: touch
Duration: variable (as ghost strike/reanimate)
Effect: Affect the target as with the basic ghost strike from the Death sphere. You may increase the power of your ghost strike (as if spending a spell point) by increasing the complexity by 1.

Complexity

  • Ghost Strike: If changing the ghost strike bestowed, increase the complexity by 1. When using a ghost strike would normally cost extra spell points, increase the complexity by an additional +1 per spell point required. The ghost strike’s duration always changes to match the ghost strike selected.
  • Multiple Targets: When reanimating targets, you may increase the complexity by 2 to reanimate multiple targets at once, by no more than 2 HD per caster level, each target must be within close range, and each reanimated creature cannot exceed 1 HD per caster level. For every additional +1 added to the complexity, you may increase the total number of reanimated creatures by 1 HD, to a total amount equal to your Death sphere maximum.
  • Death Talents: You may add the effects of any Death sphere talent by increasing the complexity by 1. If a talent would normally cost extra spell points, increase the complexity by an additional +1 per spell point required.

Destruction

Range: touch
Duration: instantaneous
Effect: 1d6 bludgeoning damage per 2 caster levels. You may increase the damage to one die per caster level by increasing the complexity by 1.

Complexity

  • Destruction Talents: You may apply the effects of a (blast shape) or (blast type) talent to the magic item by increasing the complexity by 1 for each talent added. If a talent would normally cost extra spell points, increase the complexity by an additional +1 per spell point required.
  • Admixture: Adding the Admixture talent to an item does not increase the complexity, but the complexity is increased for each blast type added, as outlined above under ‘Destruction Talents’.

Divination

Divine
Range: close
Duration: concentration
Effect: Gain information on magic auras within range, as the base divine from the Divination sphere.

Sense
Range: personal
Duration: 1 minute/caster level
Effect: Grant the target the base sense from the Divination sphere.

Complexity

  • Divine: You may change the subject of your divining to one of the other subjects you may divine for from the base Divination sphere (divine alignment, divine undead, etc.) by increasing the complexity by 1.
  • Sense: You may change the sense granted by increasing the complexity by 1 per spell point in the sense’s cost.
  • Greater Divination: You may apply any other talent from the Divination sphere by increasing the complexity by 1. If this sense or divine would normally cost additional spell points, increase the complexity by +1 per the number of additional spell points instead.

Enhancement

Range: touch
Duration: 1 round/caster level.
Effect: Apply the basic enhancement of the Enhancement sphere to a target.

Complexity

  • Change Enhancement: You may change the enhancement applied by increasing the complexity by +1. If the applied enhancement would normally cost extra spell points, increase the complexity by an additional +1 per spell point required.

Fallen Fey

Range: self
Duration: 1 minute/caster level
Effect: Apply fey-link to the target, as the base Fallen Fey sphere, as well as the Nature-connection fey-blessing linked to a terrain selected when the item is created.

Complexity

  • Improved Fey-Blessing: You may change the fey-blessing effect granted, add an additional terrain to Nature-connection, or apply a Fallen Fey talent to the effect by increasing the complexity by 1. If the talent or ability requires the expenditure of a spell point, increase the complexity instead by 2.

Fate

Range: personal
Duration: 1 round/caster level
Effect: Create a serendipity consecration, affecting a 20-ft. radius burst.

Complexity

  • Word: To apply the effects of a word instead of a consecration, increase the complexity by 1, +1 for every spell point required by the word in question. Adjust the duration (and casting time if it is less than a standard action) to match that of the word selected.
  • Greater Fate: You may apply the benefits of a Fate sphere talent to the item by increasing the complexity by 1. If applying a talent would normally cost extra spell points, increase the complexity by an additional +1 per spell point required.
  • Motif: You may change the effect to granting a target the effects of a motif. When doing, so, increase the duration to 1 minute per caster level, and increase the complexity by 1.

Illusion

Range: touch (adjacent space)
Duration: 1 round/caster level.
Effect: Create a silent visual illusion as the Illusion sphere ability.

Complexity

  • Change Sense: If you wish to change the affected sense, losing the visual aspect of the illusion and replacing it with another sense, do not increase the complexity.
  • Altered Effects: To add an Illusion talent to this ability, increase the complexity by 1. If the talent would normally cost extra spell points, increase the complexity by an additional +1 per spell point required.
  • Glamer: To change the effect from creating a figment to creating a glamer (an illusion that is attached to a target, such as Illusionary Disguise or another talent), increase the complexity by 1 as normal when adding a talent. When adding invisibility, increase the complexity by +2 instead of +1.

Life

Range: personal
Duration: instantaneous
Effect: Cure or restore the target, as the base Life sphere.

Complexity

  • Increased Restoration: To add the effects of a Life talent to this ability, increase the complexity by 1 for every talent added.
  • Versatile Restoration: To allow this affect to function as both a cure and restore ability, increase the complexity by 2.
  • Temporary Hit Points: To change this effect from cure or restore to granting 1 temporary hit point per caster level, increase the duration to 1 minute/caster level and do not change the complexity. To add temporary hit points onto the effect without replacing the initial effect, increase the complexity by 1.

Light

Range: personal (object)
Duration: 1 minute/caster level
Effect: Create bright light, as the Light sphere.

Complexity

  • Lesser Light: To create normal light (as the Light sphere), decrease the complexity by 1. This cannot decrease the complexity lower than 1.
  • Lens: When changing the effect from creating light to instead bestowing a lens, increase the complexity by 1.
  • Nimbus: Adding a (nimbus) talent to the effect increases the complexity by 1.
  • Powerful Light: To apply the effects of a Light talent, increase the complexity by 1. If this talent would normally cost extra spell points, increase the complexity by an additional +1 per spell point required.

Mind

Range: touch
Duration: as charm
Effect: Plant a Suggestion in the target’s mind, as the base Mind sphere lesser charm. The target must be of your own creature type.

Complexity

  • Alternate Charm: To change the charm applied by this effect, increase the complexity by 1.
  • Cloud: When changing the effect to that of a (cloud) talent, the area becomes either a 10-ft. radius + an extra 5 ft. per caster level, or a 10 ft. wide area that extends for a length of 10 ft. + 10 ft. per caster level. Increase the complexity by +2.
  • Open Mind: To allow this charm to affect all creature types (so long as the creature isn’t immune to mind-altering effects), increase the complexity by 1.
  • Group Charm: To affect an additional 1 target per 2 caster levels (minimum +1), increase the complexity by 2.
  • Greater Charm: To use a charm’s greater variant, increase the complexity by 1. To use a charm’s powerful variant, increase the complexity by 3.

Nature

Range: personal (centered on item)
Duration: 1 round/caster level.
Effect: Produce a geomancing effect, as one included in the base Nature sphere. The user is not immune to a geomancing effect they create.

Complexity

  • Greater Geomancing: To change the geomancing effect to one granted by a talent, or to add the effects of a talent to this ability, increase the complexity by 1. If the talent or effect would normally cost extra spell points, increase the complexity by an additional +1 per spell point required.
  • Nature Spirit: To change the effect to bestowing a (spirit) effect, increase the complexity by 1.

Protection

Ward
Range: personal (centered on caster)
Duration: 1 round/caster level
Effect: Create the basic ward, as the base Protection sphere.

Aegis
Range: personal
Duration: 1 minute/caster level
Effect: Grant the target the benefits of the basic aegis granted by the Protection sphere.

Complexity

  • Greater Protection: To change the ward or aegis granted, or to apply the effects of a Protection talent, increase the complexity by 1. If the talent or ability would normally cost extra spell points, increase the complexity by an additional +1 per spell point required. This is in addition to the spell point usually required to create an aegis.
  • Succor: When adding a (succor) talent without changing the aegis granted, increase the complexity by +1. If adding a succor to replace a granted aegis, do not increase the complexity; the succor can be activated at any time during the effect’s duration.

Telekinesis

Range: personal (item, user, or object attached to item)
Duration: 1 round/caster level
Effect: You may cause a target to move through space, as the Telekinesis base sphere Sustained Force ability (Will negates). If moved into a square occupied by another object, this may perform a Bludgeon maneuver.

Complexity

  • Greater Telekinesis: You may apply the effects of any Telekinesis talent to this item by increasing the complexity by 1. If the talent would normally cost extra spell points, increase the complexity by an additional +1 per spell point required.

Time

Range: personal
Duration: 1 round/caster level
Effect: Apply a Haste or Slow to the target, as the base Time sphere.

Complexity

  • Improved Time: You may change the alter time effect granted or apply a Time talent to the effect by increasing the complexity by 1. If the talent or ability would normally cost extra spell points, increase the complexity by an additional +1 per spell point required.

War

Range: personal (centered on caster)
Duration: 1 round/caster level
Effect: Apply the effects of the base totem from the War sphere to a stationary 50-ft. area centered on the caster.

Complexity

  • Rally: To use a rally on a target instead of creating a totem, increase the complexity by +2. If the rally costs more than 1 spell point, increase the complexity by +1 for every additional spell point. Change the duration to instantaneous and the activation time to an immediate action. To apply Greater Rally and affect an additional 1 target per 2 caster levels within range, increase the complexity by another +2.
  • Greater Totem: To change the totem placed or apply the effects of another War talent, increase the complexity by 1. If the talent would normally cost extra spell points, increase the complexity by an additional +1 per spell point required.
  • Mandate: When changing the granted effect to creating a mandate between two people, the range becomes touch and the duration becomes 1 round per caster level.
  • Momentum: When changing the effect to granting the benefits of a (momentum) talent increase the duration to 1 minute per caster level, and increase the complexity by 1. The item grants a number of momentum points equal to the item’s caster level.

Warp

Range: personal
Duration: instantaneous
Effect: Teleport the target anywhere within close range that the user can see (Will negates if unwilling).

Complexity

  • Increased Effect: To increase the range the target is teleported (close to medium, medium to long), increase the complexity by 2 for each increase.
  • Greater Warp: To apply the effects of a Warp talent, increase the complexity by 1. If that talent would normally cost extra spell points, increase the complexity by an additional +1 per spell point required.
  • Bend Space: To change the effect to bending space, increase the complexity by 1. If the bend space effect would normally cost extra spell points, increase the complexity by an additional +1 per spell point required. Change the duration to match the chosen bend space effect.

Weather

Range: personal
Duration: 1 round/caster level
Effect: Change one weather category’s severity level as the base Weather sphere within a close-range radius burst.

Complexity

  • Increase Effect: To increase the size of the area affected (close-range radius burst to medium-range radius burst, medium-range radius burst to long-range radius burst), increase the complexity by 2 for each such increase.
  • Greater Weather: You may apply the effects of a Weather talent by increasing the complexity by 1. If the talent would normally cost extra spell points, increase the complexity by an additional +1 per spell point required.
  • Mantles and Shrouds: When changing the base effect to bestowing a mantle or a shroud, do not increase the complexity, and change the range to touch.

Miscellaneous Variables

When creating a magic item, the following options are also available.

No Space Limitation: If an item needn’t be worn nor held in hand to be used (for example, a magical tattoo or an orbiting ioun stone), multiply the cost by 2.

Permanency: Generally, effects bestowed by magic items are not permanent. When dealing with an exception to this rule (for example, the potion of love everlasting), the item must have a duration measured at least in hours, a caster level of at least 10, and the complexity must be raised by an additional +2. Permanent effects may be dispelled or removed by the Break Enchantment Life talent, or a similar effect such as the break enchantment spell. A GM should be careful when allowing permanent effects.

Multiple Effects: It is possible to add two or more effects to the same magic item (for example, an item that can create a destructive blast and that also grants its wearer a bonus to Intelligence). When doing so, the crafter must have all of the appropriate item creation feats, and every effect must have the same caster level (the caster level of the item itself), but can have different complexities. When finished, multiply the cost of every effect except for the most expensive one by 1.5.

Mixing Effects: Just as it is possible to add two or more different effects onto the same magic item, it is possible to make an effect that is a combination of two different sphere abilities (for example, instead of a device that can create darkness or destructive blasts, you could create a device that creates darkness and affects everything within that darkness with a destructive blast). When creating such an effect, calculate each effect separately (they must have the same caster level but can have different complexities), then multiply the cost of every effect except for the most expensive one by 2.


Intelligent Items

Magic items sometimes have intelligence of their own. Magically imbued with sentience, these items think and feel the same way characters do and should be treated as NPCs. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes. Only permanent magic items (as opposed to single-use items or those with charges) can be intelligent. (This means that potions, scrolls, and wands, among other items, are never intelligent.) In general, less than 1% of magic items have intelligence.

Intelligent items can actually be considered creatures because they have Intelligence, Wisdom, and Charisma scores. Treat them as constructs. Intelligent items often have the ability to illuminate their surroundings at will (as magic weapons do); many cannot see otherwise.

Unlike most magic items, intelligent items can activate their own powers without waiting for a command word from their owner. Intelligent items act during their owner’s turn in the initiative order.

Designing an Intelligent Item

Creating a magic item with intelligence follows these simple guidelines. Intelligent items must have an alignment, mental ability scores, languages, senses, and at least one other special ability. These statistics and abilities can be improved during creation, increasing the item’s overall cost. Many of these abilities add to an item’s Ego score. Intelligent items with high Ego scores are difficult to control and can sometimes take control of their owner, making them dangerous to possess.

An intelligent magic item has a base price increase of 500 gp. When determining the total value of an intelligent item, add this value to the sum of the prices of all of its additional abilities gained through being intelligent, before adding them to the magic item’s base price.

Intelligent Item Alignment

Any item with intelligence has an alignment. Note that intelligent weapons already have alignments, either stated or by implication. If you’re generating a random intelligent weapon, that weapon’s alignment must fit with any alignment-oriented special abilities it has.

Any character whose alignment does not correspond to that of the item (except as noted by the asterisks on the table) gains one negative level if he or she so much as picks up the item. Although this negative level never results in actual level loss, it remains as long as the item is in hand and cannot be overcome in any way (including by restoration spells). This negative level is cumulative with any other penalties the item might place on inappropriate wielders. Items with Ego scores (see below) of 20 to 29 bestow two negative levels. Items with Ego scores of 30 or higher bestow three negative levels.

You can use the table below to randomly assign an alignment.

d% Alignment of Item
01–10 Chaotic good
11–20 Chaotic neutral1
21–35 Chaotic evil
36–45 Neutral evil1
46–55 Lawful evil
56–70 Lawful good
71–80 Lawful neutral1
81–90 Neutral good1
91–100 Neutral

1: The item can also be used by any character whose alignment corresponds to the non-neutral portion of the item’s alignment.

Intelligent Item Ability Scores

Intelligent magic items possess all three mental ability scores: Intelligence, Wisdom, and Charisma. Each one of these ability scores begins at a value of 10, but can be increased to as high as 20. The table below shows the cost to increase one of the item’s ability scores. This cost must be paid for each ability score raised above 10. For example, an intelligent magic item with a 15 Intelligence, 12 Wisdom, and 10 Charisma would cost at least 2,400 gp more than the base item (including the 500 gp for being an intelligent item).

Table: Intelligent Item Ability Scores
Score Base Price Modifier Ego Modifier
10
11 +200 gp
12 +500 gp +1
13 +700 gp +1
14 +1,000 gp +2
15 +1,400 gp +2
16 +2,000 gp +3
17 +2,800 gp +3
18 +4,000 gp +4
19 +5,200 gp +4
20 +8,000 gp +5

Languages Spoken by Item

Like a character, an intelligent item understands Common plus one additional language per point of Intelligence bonus. Choose appropriate languages, taking into account the item’s origin and purposes. If the item does not possess speech, it can still read and understand the languages it knows.

Senses and Communication

Every intelligent magic item begins with the ability to see and hear within 30 feet, as well as the ability to communicate empathically with its owner. Empathy only allows the item to encourage or discourage certain actions through urges and emotions. Additional forms of communication and better senses increase the item’s cost and Ego score, as noted on the table below.

  • Empathy (Su): Empathy allows the item to encourage or discourage certain actions by communicating emotions and urges. It does not allow for verbal communication.
  • Speech (Su): An intelligent item with the capability for speech can talk using any of the languages it knows.
  • Telepathy (Su): Telepathy allows an intelligent item to communicate with its wielder telepathically, regardless of its known languages. The wielder must be touching the item to communicate in this way.
  • Senses: Senses allow an intelligent magic item to see and hear out to the listed distance. Adding darkvision or blindsense allows the item to use those senses out to the same range as the item’s base senses.
  • Read Languages (Ex): The item can read script in any language, regardless of its known languages.
  • Read Magic (Sp): An intelligent magic item with this ability can read magical writings and scrolls as if through read magic. This ability does not allow the magic item to activate scrolls or other items. An intelligent magic item can suppress and resume this ability as a free action.
Table: Intelligent Item Senses and Communication
Ability Base Price Modifier Ego Modifier
Empathy
Speech +500 gp
Telepathy +1,000 gp +1
Senses (30 ft.)
Senses (60 ft.) +500 gp
Senses (120 ft.) +1,000 gp
Darkvision +500 gp
Blindsense +5,000 gp +1
Read languages +1,000 gp +1
Read magic +2,000 gp +1

Intelligent Item Powers

Each intelligent item should possess at least one power, although more powerful items might possess a host of powers. To find the item’s specific powers, choose or roll on the table below. All powers function at the direction of the item, although intelligent items generally follow the wishes of their owner. Activating a power or concentrating on an active one is a standard action the item takes. The caster level for these effects is equal to the item’s caster level. Save DCs are based off the item’s highest mental ability score.

Table: Intelligent Item Powers
d100 Item Power Base Price Modifier Ego Modifier
01-12 Cantrips +1,000 gp +1
13-24 Spherecasting (CL 2) +1,200 gp +1
25-38 Spherecasting (CL 4) +2,400 gp +1
39-50 Item has 5 ranks in one skill1 +2,500 gp +1
51-62 Spherecasting (CL 6) +6,000 gp +1
63-74 Item has 10 ranks in one skill1 +10,000 gp +2
75-86 Item has a fly speed of 30 ft. +10,000 gp +2
87-98 Spherecasting (CL 8) +12,000 gp +2
99-00 Spherecasting (CL 10) +24,000 gp +2

1: Intelligent items can only possess Intelligence-, Wisdom-, or Charisma-based skills, unless they also possess some form of ability to move.

Cantrips: The intelligent item gains the benefits of the Cantrips featSoP, even if it does not meet the feat’s prerequisites. When using the Cantrips feat, the intelligent item has an effective caster level equal to 1/2 it’s Ego.

Spherecasting: Choose a sphere of magic. The intelligent item gains access to this basic sphere, with an effective caster level equal to that listed in the table above and a spell point pool equal to its highest mental ability score modifier (minimum 1), which becomes it’s casting ability modifier. If spherecasting is selected more than once, use the higher of the two caster levels and may exchange the unused caster levels of the lower spherecasting effect in the following ways: An additional magic talent (for 4 caster levels), an additional spell point (for 2 caster levels). With GM permission, the item may also select a casting tradition.

Special Purpose Items

Some intelligent items have special purposes that guide their actions. Intelligent magic items with a special purpose gain a +2 Ego bonus. An item’s purpose must suit the type and alignment of the item and should always be treated reasonably. A purpose of “defeat/slay arcane casters” doesn’t mean that the sword forces the wielder to kill every wizard she sees. Nor does it mean that the sword believes it is possible to kill every wizard, sorcerer, and bard in the world. It does mean that the item hates arcane casters and wants to bring the local wizards’ cabal to ruin, as well as end the rule of a sorcerer-queen in a nearby land. Likewise, a purpose of “defend elves” doesn’t mean that if the wielder is an elf, he only wants to help the wielder. It means that the item wants to be used in furthering the cause of elves, stamping out their enemies and aiding their leaders. A purpose of “defeat/slay all” isn’t just a matter of self-preservation. It means that the item won’t rest (or let its wielder rest) until it places itself above all others.

The table below has a number of sample purposes that a magic item might possess. If the wielder specifically ignores or goes against an intelligent item’s special purpose, the item gains a +4 bonus to its Ego until the wielder cooperates. This is in addition to the +2 Ego bonus gained by items with a special purpose.

Table: Intelligent Item Purpose
d% Purpose Ego Modifier
01–20 Defeat/slay diametrically opposed alignment1 +2
21–30 Defeat/slay arcane casters (including casting monsters and those that use spell-like abilities) +2
31–40 Defeat/slay divine casters (including divine entities and servitors) +2
41–50 Defeat/slay non-casters +2
51–55 Defeat/slay a particular creature type (see the bane special ability for choices) +2
56–60 Defeat/slay a particular race or kind of creature +2
61–70 Defend a particular race or kind of creature +2
71–80 Defeat/slay the servants of a specific deity +2
81–90 Defend the servants and interests of a specific deity +2
91–95 Defeat/slay all (other than the item and the wielder) +2
96–100 Choose one +2

1: The purpose of the neutral (N) version of this item is to preserve the balance by defeating/slaying powerful beings of the extreme alignments (LG, LE, CG, CE).

Dedicated Powers

A dedicated power operates only when an intelligent item is in pursuit of its special purpose. This determination is always made by the item. It should always be easy and straightforward to see how the ends justify the means. Unlike its other powers, an intelligent item can refuse to use its dedicated powers even if the owner is dominant (see Items Against Characters). The caster level for these effects is equal to the item’s caster level. Save DCs are based on the item’s highest mental ability score. See the table below for a list of dedicated powers.

Table: Special Purpose Item Dedicated Powers
d100 Dedicated Power Base Price Modifier Ego Modifier
01-20 Item can detect any special purpose foes within 60 ft. +10,000 gp +1
21-35 Full spherecasting (CL 10) +56,000 gp +2
36-50 Wielder gets a +2 luck bonus on attacks, saves, and checks +80,000 gp +2
51-65 Full spherecasting (CL 12) +90.000 gp +2
66-80 Full spherecasting (CL 14) +132,000 gp +2
81-95 Full spherecasting (CL 16) +182,000 gp +2
96-100 Item can resurrect its wielder once per month without requiring bodily remains, restoring it to full health with no negative levels. +200,000 gp +2

Full Spherecasting: Full spherecasting functions similarly to spherecasting, except the intelligent item gains a bonus magical talent and a bonus spell point for every 2 caster levels it possesses. If the intelligent item possesses two dedicated powers that are both spherecasting, it gains keeps highest caster level and gains bonus magic talents and spell points equal to 1/2 the lower dedicated power’s caster level.

Item Ego

Ego is a measure of the total power and force of personality that an item possesses. An item’s Ego score is the sum of all of its Ego modifiers plus an additional bonus for the cost of the base magic item (excluding the cost of all of the intelligent item enhancements). An item’s Ego score helps determine whether the item or the character is dominant in their relationship, as detailed below.

Items against Characters

When an item has an Ego of its own, it has a will of its own. The item is absolutely true to its alignment. If the character who possesses the item is not true to that alignment’s goals or the item’s special purpose, personality conflict—item against character—results. Similarly, any item with an Ego score of 20 or higher always considers itself superior to any character, and a personality conflict results if the possessor does not always agree with the item.

When a personality conflict occurs, the possessor must make a Will saving throw (DC = item’s Ego). If the possessor succeeds, she is dominant. If she fails, the item is dominant. Dominance lasts for 1 day or until a critical situation occurs (such as a major battle, a serious threat to either the item or the character, and so on). Should an item gain dominance, it resists the character’s desires and demands concessions such as any of the following:

  • Removal of associates or items whose alignment or personality is distasteful to the item.
  • The character divesting herself of all other magic items or items of a certain type.
  • Obedience from the character so the item can direct where they go for its own purposes.
  • Immediate seeking out and slaying of creatures hateful to the item.
  • Magical protections and devices to safeguard the item from molestation when it is not in use.
  • That the character carry the item with her on all occasions.
  • That the character relinquish the item to a more suitable possessor due to alignment differences or conduct.

In extreme circumstances, the item can resort to even harsher measures, such as the following:

  • Force its possessor into combat.
  • Refuse to strike opponents.
  • Strike at its wielder or her associates.
  • Force its possessor to surrender to an opponent.
  • Cause itself to drop from the character’s grasp.

Naturally, such actions are unlikely when harmony reigns between the character’s and item’s alignments or when their purposes and personalities are well matched. Even so, an item might wish to have a lesser character possess it in order to easily establish and maintain dominance over him, or a higher-level possessor so as to better accomplish its goals.

All magic items with personalities desire to play an important role in whatever activity is under way, particularly combat. Such items are natural rivals, even with others of the same alignment. No intelligent item wants to share its wielder with others. An intelligent item is aware of the presence of any other intelligent item within 60 feet, and most intelligent items try their best to mislead or distract their host so that she ignores or destroys the rival. Of course, alignment might change this sort of behavior.

Items with personalities are never totally controlled or silenced by the characters that possess them, even though they may never successfully control their possessors. They may be powerless to force their demands, but most remain undaunted and continue to air their wishes and demands.


Scaling Items

Wiki Note: These rules are from Pathfinder Unchained.

Sometimes an inherited weapon turns out to be more powerful than it had seemed at first, and the hero refuses to give it up even when given the option of flashier blades or when facing overwhelming foes. Scaling items are magic items that grow with your character and unlock new special abilities as she levels up. This section presents numerous examples of scaling items to add to your games.

Typically, player characters find themselves buying and selling magic items as they gain levels to keep up with the increasing threats they face. Items come and go from each character’s inventory with such frequency that they hardly have the chance to impact the game’s story. Scaling items, however, increase in power along with the characters who carry them, allowing an old and cherished item to develop and retain its utility rather than being sold and forgotten.

Scaling items work like normal magic items, but they gain new powers as their wielders gain levels, and their existing powers sometimes also improve. Additional item powers appear in a scaling magic item’s entry with a header indicating the character level at which they unlock.

The caster level of the item scales up as well. A scaling item’s effective caster level is its listed caster level or the character level of its wielder, whichever is higher, to a maximum of the item’s highest-level ability. For instance, if an item has a base caster level of 5th and additional abilities at 7th and 9th levels, it’s treated as caster level 8th in the hands of an 8th-level character, but is treated as only caster level 9th in the hands of a 10th-level character.

Each scaling item has a base price that represents its value to a character whose level is equal to or less than the item’s caster level. As the item’s caster level increases in the hands of a more powerful character, the item’s value increases as well. The values of such items fall into three categories (baubles, prizes, and wonders), which indicate the rough percentage of the character’s wealth a scaling item represents.

The weakest items, baubles, represent 5% of a PC’s character wealth at her level and can be compared to consumable magic items (even though baubles aren’t destroyed by use). Items in the middle category, prizes, represent 15% of a PC’s suggested wealth and correspond to magic items of moderate power. An item of the most valuable category, wonders, represents 30% of a PC’s suggested wealth and corresponds to a major magic item, such as a fighter’s most beloved and powerful sword. Wonders exceed the normal cost assumptions of the game at their highest level. Such items approach the power of minor artifacts, though they’re not indestructible and can still be created normally.
Adjusting Treasure

Since scaling items improve as characters level up, they effectively add wealth to their owners over time. To balance this out, the Gamemaster should reduce treasure awards in proportion to how many scaling items the party has. This can be done per character or for the whole group, as described below. Note that the original level and price of a scaling item don’t matter once the character’s level exceeds the minimum caster level of the item, since the item accrues value based on its category (bauble, prize, or wonder), not on its original price. The adjustments to treasure awards are the same for all items in a category.

Table: Value of Scaling Items
Level Bauble (5%) Prize (15%) Wonder (30%)
1st 15 gp 45 gp 90 gp
2nd 50 gp 150 gp 300 gp
3rd 150 gp 450 gp 900 gp
4th 300 gp 900 gp 1,800 gp
5th 525 gp 1,575 gp 3,150 gp
6th 800 gp 2,400 gp 4,800 gp
7th 1,175 gp 3,525 gp 7,050 gp
8th 1,650 gp 4,950 gp 9,900 gp
9th 2,300 gp 6,900 gp 13,800 gp
10th 3,100 gp 9,300 gp 18,600 gp
11th 4,100 gp 12,300 gp 24,600 gp
12th 5,400 gp 16,200 gp 32,400 gp
13th 7,000 gp 21,000 gp 42,000 gp
14th 9,250 gp 27,750 gp 55,500 gp
15th 12,000 gp 36,000 gp 72,000 gp
16th 15,750 gp 47,250 gp 94,500 gp
17th 20,500 gp 61,500 gp 129,000 gp
18th 26,500 gp 79,500 gp 159,000 gp
19th 34,250 gp 102,750 gp 205,500 gp
20th 44,000 gp 132,000 gp 264,000 gp

Per Character: If you apply the scaling item treasure reduction for each character, do so after dividing up shares of treasure for the characters. Reduce the treasure received by a character with a scaling item by the percentage listed for the item’s category (5% for baubles, 15% for prizes, and 30% for wonders). If the character has multiple scaling items, combine the percentages before adjusting the amount of treasure. For example, a PC with a wonder and a prize would receive 45% less treasure, because the PC has effectively already received that amount of treasure in the form of the items’ increased values. Since the value of a scaling item is based on wealth for an entire level, apply this adjustment to every treasure allotment the character receives. If you’d prefer to keep the adjustments more tied to the game world, you can instead replace the character’s lost treasure share with a magical substance that must be used to increase the power of scaling items. This might be magical residue, vibrant crystals, or spellbook-style pages of magical phrases that increase the item’s power. In any case, this substance should be treated as almost worthless to sell, and therefore useful only for upgrading scaling items.

Group Basis: You can use the scaling items of the whole party to adjust treasure. This implementation works best if all or most of the characters possess scaling items, and no character possesses a far higher number than the others. This method has the advantage of hiding behind the scenes, requiring no in-game justification. Add up the percentages of all scaling items owned by all PCs. Divide this percentage by the number of PCs, and reduce the total value of treasure the party finds by that percentage before dividing it among the characters. For example, if a group of four PCs have between them one bauble, three prizes, and a wonder, their treasure is reduced by 20% (80% divided by 4).

Maximum Level

Many scaling items unlock new powers all the way up to 20th level. Others reach the caps on their abilities at lower levels. Once an item reaches the level of its most powerful ability, stop adjusting treasure for that item. At that point, the scaling item is considered fully “paid for.”

Mismatched Levels

If a PC receives a scaling item of a caster level lower than her character level, she effectively receives an item that’s worth more than the price listed in the stat block. Reference Table: Value of Scaling Items and use the PC’s level to estimate how much the item is really worth to that PC, and use that purchase price as its treasure value. Giving an item with a caster level higher than the character’s level doesn’t present the same problems; it just means the PC won’t be unlocking the item’s higher-level powers for some time. Don’t reduce treasure for such an item until the PC’s level exceeds the item’s caster level.

Buying and Selling Scaling Items

Selling a scaling item presents a tricky balance proposition. Such an item is worth more to a higher-level buyer, and a high-level seller has spent more effective wealth acquiring and keeping the item. The maximum amount a PC can get for a scaling item is half the value (as normal for selling magic items) listed on Table: Value of Scaling Items for the item’s category and the PC’s current level. To get this amount, the PC must find a motivated buyer of her level or higher, which may involve considerable time and effort. If the PC must sell in a hurry, she might get 25% of the listed value, or even less. A PC can’t sell a scaling item for more than 50% of the item’s value for her current level, even if she sells it to a higher-level NPC.

Crafting Scaling Items

Scaling items must be crafted at their highest level of power, with a cost determined by referencing Table: Value of Scaling Items. Start with the value listed on the table for the item’s category and its highest-level ability. Divide this by 2 to get the crafting cost, and add the value of any non-magical armor or weapon component. The crafting cost is always much higher than the market price of a scaling item, since the crafting cost is based on the full set of abilities but the market price is based on the minimum caster level. When a PC crafts a scaling item, he doesn’t need to pay any further cost in reduced treasure for keeping the item, because the full value of the item has already been accounted for. When setting the DC for crafting a scaling item, use the item’s highest-level ability instead of its base caster level.
Pricing New Scaling Items

To determine the price when creating a new scaling item, determine the cost of the base item without any of the level-based upgrades, and increase that price based on each additional ability as described below.

Pricing the Base Item: First, decide whether the new item is a wonder (best for major items), a prize (best for utility items), or a bauble (suitable for items that are interesting but not significant). Price the base item according to the normal rules for creating magic items. Then, using the column on Table: Value of Scaling Items that corresponds to the item’s category, find the lowest gp value that includes that initial price. Use that value to determine the item’s starting caster level.

Adding Scaling Abilities

Use the following steps to assign additional abilities and spells, and the levels at which those abilities unlock.

Adding Unlockable Abilities: Determine the first unlockable ability or increase in power. Price the item again, using the new ability plus all the abilities of the base item; you will use this price to determine the level at which the ability unlocks (see below). However, because many scaling items have a large range of limited-use abilities, following the standard rules can result in items that are too expensive for their actual utility. Therefore, on worn items, you should typically waive the 50% increase in price for an additional power unless it’s a particularly useful ability or has a strong synergy with the item’s other abilities. For instance, if you create a set of gloves with a burning hands effect, you wouldn’t need to pay the extra cost for a higher-level ability that grants you fire resistance, but you would for an ability that grants fire resistance to all allies within 10 feet of you since that ability complements burning hands so well.

Adding Spells: Assign a price for any spells the item allows its owner to use. Table: Spell Prices includes the typical prices of one daily use of spells at different caster levels. Because the price of spells varies based on the item’s caster level, it’s usually best to price other abilities first, then estimate the finished caster level, then price the spell at that caster level. If a spell doesn’t improve significantly at higher caster levels, price it using the item’s minimum caster level. If the spell becomes more powerful with level increases (as does fireball), use the caster level of the level at which it’s unlocked to determine its price. Cap a spell’s caster level at the highest level that makes a significant difference, such as 10th level for fireball. Generally, if only the spell’s duration changes with caster level, spells with a duration of 1 minute per level or 1 round per level should use the full caster level, but those with longer durations (10 minutes per level or more) should use the minimum caster level. Remember to readjust the price at each further power unlock level, since the caster level of the item will match the owner’s level. On a worn item, waive the standard 50% price increase on the additional spells.

Table: Spell Prices (One Use per Day)
CL 0 1 2 3 4 5 6 7 8 9
1st 180 gp 360 gp
2nd 360 gp 720 gp
3rd 540 gp 1,080 gp 2,160 gp
4th 720 gp 1,440 gp 2,880 gp
5th 900 gp 1,800 gp 3,600 gp 5,400 gp
6th 1,080 gp 2,160 gp 4,320 gp 6,480 gp
7th 1,260 gp 2,520 gp 5,040 gp 7,560 gp 10,080 gp
8th 1,440 gp 2,880 gp 5,760 gp 8,640 gp 11,520 gp
9th 1,620 gp 3,240 gp 6,480 gp 9,720 gp 12,960 gp 16,200 gp
10th 1,800 gp 3,600 gp 7,200 gp 10,800 gp 14,400 gp 18,000 gp
11th 1,980 gp 3,960 gp 7,920 gp 11,880 gp 15,840 gp 19,800 gp 23,760 gp
12th 2,160 gp 4,320 gp 8,640 gp 12,960 gp 17,280 gp 21,600 gp 25,920 gp
13th 2,340 gp 4,680 gp 9,360 gp 14,040 gp 18,720 gp 23,400 gp 28,080 gp 32,760 gp
14th 2,520 gp 5,040 gp 10,080 gp 15,120 gp 20,160 gp 25,200 gp 30,240 gp 35,280 gp
15th 2,700 gp 5,400 gp 10,800 gp 16,200 gp 21,600 gp 27,000 gp 32,400 gp 37,800 gp 43,200 gp
16th 2,880 gp 5,760 gp 11,520 gp 17,280 gp 23,040 gp 28,800 gp 34,560 gp 40,320 gp 46,080 gp
17th 3,060 gp 6,120 gp 12,240 gp 18,360 gp 24,480 gp 30,600 gp 36,720 gp 42,840 gp 48,960 gp 55,080 gp
18th 3,240 gp 6,480 gp 12,960 gp 19,440 gp 25,920 gp 32,400 gp 38,880 gp 45,360 gp 51,840 gp 58,320 gp
19th 3,420 gp 6,840 gp 13,680 gp 20,520 gp 27,360 gp 34,200 gp 41,040 gp 47,880 gp 54,720 gp 61,560 gp
20th 3,600 gp 7,200 gp 14,400 gp 21,600 gp 28,800 gp 36,000 gp 43,200 gp 50,400 gp 57,600 gp 64,800 gp
Table: Spherecasting and Equivalent Spell Level
Sphere Caster Level Equivalent Spell Level Sphere Caster Level Equivalent Spell Level
1 0th 16 8th
2 1st 17 8th
3 1st 18 9th
4 2nd 19 9th
5 2nd 20 10th
6 3rd 21 10th
7 3rd 22 11th
8 4th 23 11th
9 4th 24 12th
10 5th 25 12th
11 5th 26 13th
12 6th 27 13th
13 6th 28 14th
14 7th 29 14th
15 7th 30 15th

Wiki Note: Spheres' rules on Effective Vancian Spell Level do not cite that 9th is the maximum, so this chart assumes the effective spell level can continue to rise. Your GM may rule that 9th is the cap, in which case that is used from a CL of 18th on up.

Assigning an Unlock Level: Now that you have a cost for the next scaling ability, assign a level at which that ability unlocks. This follows the same process as the Pricing the Base Item step, but using the new cost. You should usually round down, but if you’re almost at the higher-level price, bump up the level. For example, a prize that priced out at 8,000 gp at a given set of powers would unlock those powers at 9th level (6,900 gp), but if the price hits 9,000 gp, the abilities should instead unlock at 10th level (9,300 gp).

Completing the Item: Repeat this process for each set of new powers. Try to add a new unlockable ability every 2 to 4 levels. It’s not necessary to scale every item all the way to 20th level, however—stop when the set of abilities feels complete.


New Crafting Feats

The core crafting feats in the Pathfinder Roleplaying Game divides magic item creation into different groups, sometimes relating to the item’s function, other times depending on the item slot the magic item uses. In order to make crafting more seamless with the Spheres of Power system, the following new crafting feats are used throughout this book. Whenever a character would gain or use a base crafting feat (or if you wish to use the basic crafting feats instead of the new ones listed here), they map to the new crafting feats in the following way:

Table: Crafting Feats Conversion
New Crafting Feat Core Crafting Feat
Capture Spell Scribe Scroll
Craft Apparatus Craft Rod
Craft Implement of Power Craft Staff
Craft Spell Engine Craft Wand
Craft Marvelous Item Craft Wondrous Item
Distill Compound Brew Potion
Forge Charm Forge Ring
Forge Construct Craft Construct
Smith Magical Weapons and Armor Craft Magical Arms and Armor

Capture Spell (replaces Scribe Scroll)

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.

See Also: Scrolls

Craft Apparatus (replaces Craft Rod)

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.

See Also: Apparatuses

Craft Implement of Power (replaces Craft Staff)

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.

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.

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
  • Other: Much like magical weapons and armor, Implements can have other effects crafted into them. See the Implements page for more details.

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.

See Also: Implements

Craft Spell Engine (replaces Craft Wand)

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 wand 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.

See Also: Spell Engines

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)

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.

See Also: Marvelous Items

Distill Compound (replaces Brew Potion)

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.

See Also: Compounds

Forge Charm (replaces Forge Ring)

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.

See Also: Charms

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)

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.

Smith Magical Weapons and Armor (replaces Craft Magical Arms or Armor)

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

Light Generation

Light is often a byproduct or sign of an item’s magical power: a magical sword shines when it is unsheathed, or a shields mystic runes glow ominously. Below are different forms of light that magic items might shed, expanding on the light generation rules for magic weapons. While weapons are the most common items to shed light, any magic item that costs at least 1,000 gp can be created to glow in the same manner; items that cost less than 1,000 gp may still be created to glow, but only shed light as a candle and cannot use any of the alternate light generation methods below. Creating an item that generates light does not affect the price or creation of the item, but the decision cannot be changed once the creator makes it. Only a single form of light generation can be chosen per item. A single use or limited charge item (such as a scroll or wand) that runs out of uses or charges no longer generates light.

Celestial: This form of light generation is tied to a time of day. During either the day or night, the item sheds normal light in a 30 ft. radius, and increase the level of illumination by one step (to a maximum of normal) in a 60 ft. radius. At the opposite time of day it only sheds light as a candle. The time of day the item is attuned to is chosen when it is made, and cannot be changed.

Lantern: The item sheds normal light in a 40 ft. cone, and increases the level of illumination by one step (to a maximum of normal) in an 80 ft. cone. You may change the direction of the cone as a free action once per turn.

Line: The item sheds normal light in an 80 ft. long, 10 ft. wide line, and increases the level of illumination by one step (to a maximum of normal) in a 160 ft. long, 20 ft. wide line. You may change the direction of the line as a free action once per turn.

Motes: The item sheds light as a candle. In addition, it generates four small motes that also shed light as a candle that hover wherever the wielder directs. These motes can be placed anywhere within a 100 ft. radius as a free action once per turn.

Strobe: Whenever this item is used as part of a standard or longer action (such as attacking with a weapon), or brandished as a move action, it sheds light as a torch until the beginning of your next turn.

Trail: Any square the item passes through sheds normal light in a 5 ft. radius for one round, and increases the level of illumination by one step (to a maximum of normal) in a 10 ft. radius.

Variable: The amount of light that the item generates can be adjusted. It can shed normal or dim light in a 10 ft. or smaller radius, and you may choose whether or not it also increases the light level up to the same level in a radius twice that size. You may even cause the item to shed no light at all. Adjusting the light the item sheds is a standard action.

Warning: Select a creature type (if you select humanoid or outsider, you must also select one subtype). The item sheds light as a torch whenever that category of creatures comes within 100 ft. of it.


Creativity and Custom Magic Items

When creating a custom magic item, the rules explained above are guidelines, and not hard rules. A sword could be enchanted as a wand, a rod could grant ring-like benefits to its holder, or a necklace could hold gemstones that have each been enchanted with potion-like single-use magical effects. In many ways, each item creation feat maps less to a particular type of item, and more to a particular type of enchantment: a caster with Craft Magical Arms and Armor could create a magical frying pan, but it would need to be enchanted as a weapon unless he possessed another item-creation feat.

Likewise, while the above rules are designed to help determine an item’s price and powers, in reality the scope of what a magic item can do is limited only by the crafter’s imagination. Magic items are at their best when they are unique, wondrous, and personalized, which can mean creating new abilities beyond the scope of the basic spheres. The GM is the final arbiter for determining an item’s final market price, and may adjust a price higher, lower, or even disallow any item or option if it becomes unbalancing or disruptive.

Wiki Note: That said, if you'd prefer your game to stick relatively close to the existing setup, it may help to remember that various 'slots' are intended for certain kinds of items in the game, and freely allowing any effect on any slot can have unintended consequences. The following table is based on one from the system that the Pathfinder Roleplaying Game was based on, updated to match some of the changes in the game, and serves as a good guideline for which kinds of effects are most appropriate for each slot. This is not part of the Spheres of Power rules, but has been included on this site due to its value as a reference.

Keep in mind that this is based on effect, not necessarily on crafting feat, as the feats don't map well to item slots in Spheres of Power.

Table: Item Slot Affinities

Body Slot Affinity Example Item
Armor Protection (armor) Leather Armor, which provides an armor bonus to AC
Belt Physical improvement The Belt of Giant Strength, which adds a +2 bonus to Strength
Body Protection (multiple), class ability improvement The Monk's Robe, which treats a character's Monk levels as being higher for certain purposes
Chest Utility The All Tools Vest, which provides the items needed to perform Craft checks
Eyes Vision The Lenses of Detection, which provide a bonus to Perception and tracking
Feet Movement The Boots of Elvenkind, which provide a bonus to Acrobatics
Hands (Gauntlets) Destructive power The Gauntlets of Rending, which provide a bonus to damage done with claw attacks
Hands (Gloves) Quickness The Quickfingers Gloves, which allow fast Sleight of Hand checks to be done at a lower penalty than usual
Head Interaction The Hat of Disguise, which allows the wearer to appear to be someone else
Headband, helmet Mental improvement, ranged attacks The Headband of Vast Intelligence, which adds a +2 bonus to Intelligence
Headband (Phylactery) Morale, alignment The Phylactery of Faithfulness, which provides notice of actions that might affect the wearer's alignment
Neck Protection (natural), discernment The Amulet of Natural Armor, which provides a bonus to natural armor
Rings Protection (deflection/energy), utility The Ring of Protection, which provides a deflection bonus to AC
Shield Protection (shield) The Buckler, which provides a shield bonus to AC
Shoulders Transformation, protection (resistance) The Cloak of Resistance, which provides a bonus to saving throws
Weapon Offense A Longsword, which allows a non-Unarmed Strike attack
Wrists (Bracelets) Allies The Bracelet of Friends, which can teleport friends to the user
Wrists (Bracers) Combat The Arrowmaster's Bracers, which provide a bonus when avoiding or making ranged attacks
Slotless Various effects The Bag of Holding, which allows a character to carry more than they normally could

Note that Protection shows up more often than anything else, but each slot has a different focus. Rings tend to focus on Deflection and Energy Resistance, for example, while Neck slot items are more likely to provide Natural Armor bonuses and the Armor slot is for wearing actual body armor. The Body slot allows different types of protection, and even multiple types at once. Keep this in mind when creating new items, since bonuses usually don't stack and the magic item creation rules specifically recommend against allowing cross-slot items.


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