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.

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

Many of the rules for creating magic items are the same in both the SoP system and the core Pathfinder system. For example, when creating a magic item, the caster must possess the appropriate item creation feat, and must invest time and money into the item’s creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but the caster may also make an appropriate Craft check depending on the item in question) to finish the item. However, the DC to create a magic item is 10 + the caster level for the item, rather than 5 + the caster level. A creator can create an item at a lower caster level than her own. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.

To add an enchantment to an item, the caster must meet its prerequisites. These prerequisites often take the form of an appropriate item creation feat, a base sphere the caster must either possess or have supplied through another caster, a certain amount of raw materials, and occasionally other prerequisites such as a class feature, a feat, or a number of skill ranks that either the caster or another creature must supply. These prerequisites must all be met for the item to be created. A magic item detects as every sphere used in its creation when subject to divining or detect magic.

A caster may always create an item at a lower caster level than their total, but they cannot create an item at a higher caster level. Temporary increases in caster level (such as a Thaumaturge’s forbidden lore class feature, certain casting traditions, or the Circle Casting feat) cannot be used to create an item at a higher caster level.

Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magical properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price.

The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Creating an item requires 8 hours of work per 1,000 gp in the item’s base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process.

Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item’s base price (or fraction thereof) by increasing the DC to create the item by 5.

The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours’ worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).

A character can work on only one item at a time. If a character starts work on a new item, all materials used on the under-construction item are wasted.

There are two methods for creating magic items in the Spheres of Power system. The first (employed by weapons, armor, wands, staves, and rings/equipment) is attribute-based, and involves mixing and matching different attributes from a predetermined list. These attributes are normally priced by taking the attribute’s bonus squared x a variable amount of gp depending on the item or bonus in question. The second method (employed by scrolls, potions, wondrous items, and rods) is talent-based, and involves the creation of custom magical effects.

The cost of creating an item with such an effect is determined by taking a construction cost (a variable amount of gp depending on the item to be created) and multiplying it by the effect’s caster level and complexity.

Feat and Caster Level Reference Table

Wiki Note: In Spheres of Power, existing item creation feats have the same caster levels as they do in the normal system, although GMs may be willing to change that. For your convenience, here is a quick reference to normal crafting feats and when they can be picked up. Remember that in the Pathfinder Roleplaying Game, Caster Level normally means "levels in classes granting spells" (assuming people haven't multiclassed and reduced their normal caster level), so for Spheres of Power, the most accurate conversion is probably to treat the Minimum Caster Level below as the minimum character level. That said, it does take a high caster level to craft many of Spheres' items, so Low and Mid Casters will still have more difficulty creating items than High Casters. Item Creation feats not changed in Spheres of Power are not included on this list.

Feat Name Minimum Caster Level
Brew Potion 3rd
Craft Magic Arms and Armor 5th
Craft Rituals1 3rd
Craft Rod 9th
Craft Staff 11th
Craft Wand 5th
Craft Wondrous Item 3rd
Forge Ring 7th
Scribe Scroll 1st

1: New in Spheres of Power

Power and Complexity

When creating a magic item through the second method, first determine the item’s base sphere and power from those listed below. Each of these abilities has a base complexity of 1. Once a power has been selected, that power’s parameters may be increased, similar to augmenting a sphere effect through taking talents and spending spell points. Generally speaking, a talent from the item’s base sphere may be added to the effect by increasing the complexity by 1. If using that talent normally requires the caster to spend a spell point, increase the complexity by 2 instead. An item must have a caster level at least equal to its complexity.

For most sphere effects, the following options are also available:

Increased Range

You may increase the range of the effect at a cost of +1 complexity per increase. See the chart below to see the progression of possible ranges. This replaces any talents that would normally increase range (ex. Distant Creation from the Creation sphere).

Chart: Range
Range Increments
Personal (object, centered on item/caster, or adjacent space)
Touch
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 the duration of the item’s ability at a cost of +2 complexity per increase. See the chart below to see the progression of possible durations. This replaces talents that would normally increase duration (ex. Lingering Creation from the Creation sphere.)

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 the cost of +1 complexity. 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, increase the complexity by 2 +1 per spell point required. A caster cannot add the effects of an advanced talent unless he has access to that talent.

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, increase the complexity by +1. If the alteration is particularly powerful (the equivalent of spending an additional spell point when augmenting a sphere effect) increase the complexity instead by +2.

Unique Limitations

With GM permission, decreasing an item’s parameters (decreasing the range, duration, etc.) can lower the item’s complexity. Decreasing the effect by the equivalent of 5 caster levels also decreases the complexity by 1. An item cannot have a lower complexity than 1.

Variable Effects

When adding talents to a base ability that augment the ability without fundamentally changing it (for example, adding blast type talents to a destructive blast or darkness talents to a patch of darkness), you may allow the item’s user to choose which talent will be applied. You must pay the complexity cost for each such talent included. If multiple such talents will be applied jointly (for example, creating a destructive blast that is half fire blast and half electric blast), increase the complexity by 1 for each augmenting talent applied after the first.

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 an extra spell point, increase the complexity instead by 2.
  • 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

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.
  • Link: To apply the effects of the Link talent, increase the complexity by 1.

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 require an additional spell point to use, increase the complexity by an additional +1 when adding that talent. 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

  • Meld: You may change the effect from creating darkness to granting the target the benefits of a 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 an additional spell point to use, increase the complexity by an additional +1 when adding that talent.

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)

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. Using a ghost strike the normally costs a spell point instead increases the complexity by 2. 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 require the expenditure of an additional spell point, increase the complexity by an additional +1.

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 normally requires the caster to spend an additional spell point, increase the complexity instead by +2.

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. If this sense would cost 2 spell points instead of the 1 most senses normally cost, increase the complexity instead by 2.
  • 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 an additional spell point, increase the complexity by +2 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 require 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 an additional spell point, increase the complexity by 2 instead.

Illusion

Range: Personal (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 require the caster to spend an additional spell point, increase the complexity instead by 2.
  • Invisibility: To make a target invisible instead of creating an illusion, increase the complexity by 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 or restore ability to this effect as well, 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.
  • Powerful Light: To apply the effects of a Light talent, increase the complexity by 1. If this talent would normally require the expenditure of a spell point, increase the complexity by 2 instead.

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.
  • 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 require the user to spend a spell point, increase the complexity instead by 2.
  • 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 an additional spell point to use, increase the complexity by 2 instead. This is in addition to the spell point usually required to create an aegis.

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 require the caster to spend an additional spell point, increase the complexity instead by 2.

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 requires the expenditure of a spell point, increase the complexity instead by 2.

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 require a caster to spend an additional spell point, increase the complexity instead by +2.

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 affects of a Warp talent, increase the complexity by 1. If that talent would normally require the caster to spend an additional spell point, increase the complexity instead by 2.
  • Bend Space: To change the effect to bending space, increase the complexity by 1. If the bend space effect would normally require a caster to spend a spell point, increase the complexity instead by 2. 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 require you to spend an additional spell point, increase the complexity by 2.

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

You may add a second effect to a talent-based magic item in one of two ways: All effects contained within a magic item must have the same caster level. Second Effect: If the magic item has two abilities (for example, it may create a destructive blast and also gives its wearer a +2 enhancement bonus to Intelligence), calculate the second ability as a completely separate effect, complete with its own complexity if appropriate. Multiply the cost of all effects except the most expensive by 1.5.

Mixing Effects

If the magic item has a complicated effect that mixes multiple abilities (example, it creates darkness and damages all creatures within the area as if from a destructive blast), calculate the second ability as a completely separate effect, complete with its own complexity. Multiply the less expensive effect by 2.

Talent-Based Magic Items

Items that use the talent-based system (scrolls, potions, wondrous items and rods) are listed below.

Brew Potion

If a creature has the Brew Potion feat, a heat source, and a few containers to mix liquids, they may expend magical components to create potions, oils, and dusts.

Like scrolls, a potion, oil, or dust is a magical effect stored in physical form. Unlike scrolls, any creature may use a potion, oil, or dust, a potion through drinking it, an oil by applying it to the target creature or object, or dust by throwing it over an area.

Potions target the creature who drinks it (a range of personal), oils target the creature or object it is applied to (a range of touch), while dusts must be sprinkled (usually area affects). Some abilities are impractical to make use of with a potion, oil, or dust (for example, a dust cannot have a range of Long, because it’s range would only extend as far as the person using it can throw). It is possible to place potion-like effects into other items as well (for example, a jewel that explodes when thrown or an apple that applies an effect when eaten, etc.).

Potions use the talent-based method of item creation. A potion’s base price is equal to 50 gp x the potion’s complexity x the potion’s caster level. The cost of materials to create a potion is 25 gp x the potion’s complexity x the potion’s caster level. If a potion, oil, or dust requires a saving throw, the DC is equal to 10 + 1/2 the caster level.

Craft Rod

Rods are poles ranging from 1 to 3 ft in length into which a crafter has placed an unusually stable form of talent-based magic. Unlike the scroll, potion, or wondrous item, a rod is usable at-will with no daily limit, or in many cases, provides a continual effect once activated. The creator of a rod must determine how the rod is activated, which could involve the user speaking a command word, pressing buttons along its side, striking the rod against the ground, or provide a constant effect to the wielder so long as it is held. As such, rods are an exception to the normal rule regarding permanent effects.

As with the other magic items listed here, rods do not even necessarily need to be rods; a lantern that reveals all invisible creatures within its lighted area, a door that never opens unless a command word is spoken, or a sword that includes a talent-based ability are all examples of things that may be created through the Craft Rod feat.

A rod’s base price is equal to 2,000 gp x the item’s complexity x the item’s caster level. Crafting a rod costs 1,000 gp x the item’s complexity x the item’s caster level in raw material components.

A rod cannot have a lower caster level than 9th. If a rod calls for a saving throw, the DC is equal to 10 + 1/2 the caster level.

Constant Life Sphere Effects: When a rod grants a continual cure, the effect becomes instead Fast Healing 1 (+1 per increase in complexity). If a rod grants a continual restore, it instead grants immunity to one effect (+1 per 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.

Scribe Scroll

A scroll is a half-finished magical effect, stored in such a way that a caster may summon it forth at a later time. While normally stored on sheets of paper or parchment, a scroll could also be chiseled into a stone tablet, written in runes across a suit of armor, or in a variety of other methods. Using a scroll wipes the magic from that scroll. A crafter may store multiple effects inside the same scroll.

Scrolls use the spell completion activation method: Activating a scroll is a standard action. To use a scroll, the caster must possess the scroll’s base sphere and their caster level must be at least equal to the caster level of the scroll. If they possess the base sphere but not a high enough caster level, the caster must pass a caster level check (roll a d20 and add their caster level to the roll) against a DC of the scroll’s caster level +1. If the caster fails, she must make a DC 5 Wisdom check to avoid a scroll mishap, as detailed in the Pathfinder Core Rulebook. A natural roll of 1 always fails, whatever the modifiers. If a caster does not possess a scroll’s base sphere, they cannot activate the scroll except through the Use Magic Device skill.

To create a scroll, the caster needs a supply of magical components and writing materials, the cost of which is subsumed in the cost for scribing the scroll. All materials used to scribe a scroll must be fresh and unused. A character must pay the full cost for scribing each scroll, no matter how many times she previously has scribed the same effect.

Scrolls use the talent-based method of item creation. A scroll’s base price is found by taking 25 gp x the scroll’s complexity x the scroll’s caster level. The material cost to create a scroll is 12.5 gp x the scroll’s complexity x the scroll’s caster level. If a scroll effect requires a saving throw, the DC is equal to 10 + 1/2 the scroll’s caster level + the casting ability modifier of the one using the scroll. If a scroll is being used by a non-caster (such as through the Use Magic Device skill), use their highest mental ability modifier as their casting ability modifier.

Wondrous Items

Wondrous items are an amorphous form of magic, for indeed anything could become a wondrous item. A feather, a carved statue, or even equipment that would normally fall under a different distinction such as a suit of armor or ring could become a wondrous item, if the crafted chooses to make them such. Wondrous item are often limited. Unlike rods, a wondrous item may have a limited number of uses per day, or may have a limited number of total uses before losing its magic completely.

Wondrous items are usually activated by a command word, or through some other form of inciting action such as throwing the item into the air, holding it against the intended target, or praying to a particular divinity while holding the item. Unlike magical equipment that provides constant benefits to any creature who wears it, wondrous items provide no benefit until activated.

Wondrous items use the talent-based method of item creation. A basic wondrous item is usable once per day, and has a base price equal to 400 gp x the item’s complexity x the item’s caster level. The material cost to create a wondrous item is 200 gp x the item’s complexity x the item’s caster level. If a wondrous item effect requires a saving throw, the DC is equal to 10 + 1/2 the caster level.

If the item is usable multiple times per day, multiply this cost by its number of daily uses. If it is usable at-will but contains 50 total charges, multiply the cost by 2.5.

Attribute-Based Magic Items

Rather than calculating complexity, a caster crafting a weapon, suit of armor, shield, wand, staff, or piece of wearable equipment (such as a ring, belt, or cloak) does so by selecting abilities from a list of different potential attributes.

Craft Magic Arms and Armor

Magical weapons, armor, and shields are pieces of equipment that have been enhanced through magic: weapons to strike truer and deliver more damage, shields and armor to better protect their wielders. Magical weapons, armors, and shields have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls (in the case of weapons) or to AC (in the case of armor and shields). All magic weapons, armor, and shields are also masterwork, but their masterwork bonuses do not stack with their enhancement bonuses. Some magic equipment has special qualities. Special qualities count as additional bonuses for determining the market value of the item, but do not modify attack, damage, or AC except where specifically noted. A single piece of equipment cannot have a modified bonus (enhancement bonus plus special quality bonus equivalents, including those from character abilities and magic) higher than +10. Equipment with special qualities must also have at least a +1 enhancement bonus. Equipment cannot possess the same special ability more than once unless otherwise noted.

To find the base price for a magic weapon, shield, or suit of armor, add together its enhancement bonuses and special qualities to find its total effective bonus (from +1 to +10). Square this bonus, and multiply it by 2,000 gp (in the case of magic weapons), or by 1,000 gp (in the case of magic armor or shields).

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

Each magical weapon, shield, or suit of armor must possess a caster level equal to twice the item’s total bonus (including special qualities) or 3 times its enhancement bonus, whichever is higher. A caster cannot create a weapon, suit of armor, or shield of a higher caster level than he himself possesses.

The following special qualities for weapons, shields, and suits of armor are listed below with their prerequisite sphere. A caster must possess this base sphere (either through their own magic talents or another willing caster) to add this ability to a magic weapon, shield, or suit of armor. All magic weapons, shields, and suits of armor detect as Enhancement sphere effects through the divine ability from the Divination sphere, but also detect as every sphere associated with a special quality they possess.

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

0

0

0

0

0

Altered Weapon Special Qualities

Dispelling

The wielder of a dispelling weapon may store a spell point or dispel magic spell into the weapon, as if using a spell storing weapon. Just as with a spell storing weapon, the wielder may expend the spell or spell point to perform a targeted dispel against a target damaged by the weapon. However, the MSB check to dispel gains an additional bonus equal to the weapon’s enhancement bonus. This bonus also applies to a magus’s dispelling strike arcana or a barbarian’s spell sunder or sunder enchantment combat maneuver check.

Spell Storing

A spell storing weapon allows a caster to store a single targeted sphere effect that does not cost a spell point, or a spell of up to 3rd level, in the weapon itself. (The spell or sphere effect must have a casting time of 1 standard action.)

Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately use the sphere effect or cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that creating a magical effect from an item takes at least as long as creating the magical effect normally.) Once the spell or sphere effect has been cast from the weapon, a caster can cast another targeted spell or sphere effect into it that fits the criteria listed above. The weapon magically imparts to the wielder the name and nature of the spell or effect currently stored within it. A randomly rolled spell storing weapon has a 50% chance of having a magic effect stored in it already. This special ability can only be placed on melee weapons.

A spell storing weapon emits a strong aura of the Destruction sphere, plus the aura of the spell or sphere effect currently stored.

Dispelling Burst

A dispelling burst weapon functions like a dispelling weapon but may store greater dispel magic spells or up to 2 spell points, which may be spend jointly as if using the Improved Counterspell feat. In addition, the spell or spell point may be discharged when the wielder of a dispelling burst weapon confirms a critical hit. When the wielder does so, the bonus to the check made to dispel (including from dispelling strike, spell sunder, or sunder enchantment) increases by an amount equal to the weapon’s enhancement bonus or the weapon’s critical multiplier (whichever is higher).

If a dispelling burst weapon confirms a critical hit while it is not currently storing a spell point or dispel magic or greater dispel magic spell, yet if the wielder has the Counterspell feat or either spell prepared (or is a spontaneous caster able to cast either spell), she may cast either spell into the weapon as a swift action or place 1 or 2 spell points into the weapon as a swift action, and then immediately discharge it into the target as a free action.

Spell Stealing

This special ability can only be placed on melee weapons. A spell stealing weapon allows its wielder to siphon protective magic from a target and transfer it to herself. When the wielder rolls a critical threat against a target, she can forgo confirming the critical hit and instead automatically learn which magical effects are active upon the target. The wielder may then make a magic skill check to steal her choice of one of those effects, using the spell stealing weapon’s caster level plus its enhancement bonus against the effect’s MSD. If the check succeeds, the target immediately loses the benefits of that effect and the wielder gains the effect for 1 minute (or until the effect expires, whichever comes first). If the spell stealing weapon has a critical multiplier greater than x2, the wielder may attempt to steal one additional effect per additional multiple beyond x2 (two effects for x3, and so on).

Altered Armor Special Qualities

Spell Storing

This armor allows a spellcaster to store within it a single touch spell of up to 3rd level, or a sphere effect that does not cost a spell point. Anytime a creature hits the wearer with a melee attack or melee touch attack, the armor can cast the spell or sphere effect on that creature as a immediate action if the wearer desires. Once the magical effect has been cast from the armor, a caster can cast into it any other targeted touch spell of up to 3rd level or sphere effect that does not cost a spell point. The armor magically imparts to the wielder the name of the magical effect currently stored within it.

A randomly rolled suit of spell storing armor has a 50% chance to have a magical effect stored in it already. Spell storing armor emits a strong aura of the Destruction sphere, plus the aura of the magic stored within.

Wild

Armor with this special ability usually appears to be made from magically hardened animal pelt. The wearer of a suit of armor or a shield with this ability preserves his armor or shield bonus (and any enhancement bonus) while in an alternate form, such as those granted by the Alteration sphere. Armor and shields with this ability usually appear to be covered in leaf patterns. While the wearer is transformed, the armor cannot be seen.

Craft Staff

In many ways, a staff is a caster’s most powerful tool. Like a magic weapon, a staff contains enhancement bonuses, except instead of aiding in the weapons attack and damage rolls, these bonuses increase the user’s caster level.

A staff is a long shaft of wood, metal, or some other hard material that usually measures anywhere from 4 feet to 7 feet long and is 2 inches to 3 inches thick, weighing about 5 pounds. A typical staff also functions as a walking stick, quarterstaff, or cudgel.

Every staff is associated with a base sphere, which the crafter must possess in order to create the staff, either on their own or through another caster. The staff may possess an enhancement bonus ranging from +1 to +5. When wielding a staff and using a sphere ability from the staff’s base sphere, the caster adds the staff’s enhancement bonus as a temporary increase to their caster level for that ability.

This only applies to magic used by the caster herself; this bonus does not apply to wands or other magic items the caster is wielding. Rather than increase the number of undead that can be controlled through the Death sphere or increasing the HD of companions through the Conjuration sphere, these allies instead gain a circumstance bonus to attack rolls and skill checks equal to the staff’s enhancement bonus.

A staff’s base price is equal to its bonus squared x 2,000 gp. To create a staff, a caster must spend materials with a cost equal to its bonus squared x 1,000 gp. A staff’s caster level is equal to 2x its total bonus.

In addition, the following special qualities may be applied to a staff. Each of these special qualities count as additional bonuses for determining the market value of the item, but do not modify caster level. A single staff cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities or magic) higher than +10.

Staves must have at least a +1 enhancement bonus to their base sphere before any special qualities may be added. Staves cannot possess the same special ability more than once unless otherwise noted.

Magic Talent

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

Cost: +2 bonus

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

Second Sphere

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

Cost: +1 bonus

Prerequisite: The crafter must have access to the sphere to be enhanced, either on their own or through another caster.

Craft Wand

Rather than creating a sphere-like effect, a crafter with the Craft Wand feat can take this a step further and actually place the ability to wield a sphere into an item itself. These wands (usually made from a thin baton of wood or metal) allow a caster to use its magical abilities as if they were its own.

Wands use the spell trigger activation method, meaning using an ability contained within a wand is usually a standard action that doesn’t provoke attacks of opportunity. To activate a wand, a character must hold it in hand (or whatever passes for a hand, for non-humanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.

A caster must possess the wand’s base sphere in order to activate it. When used, the caster may use any sphere ability contained therein, using the wand’s caster level when determining the power of the effect and using the wand’s spell points when empowering the effect. 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 wand’s caster level. A wand does not recover spent spell points on its own.

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 is increased, the crafter may place an additional magic talent into the wand, or may increase the wand’s 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 the crafter possesses a sphere-specific drawback in the sphere used to create the wand (or simply wants to create a focused wand), that wand also possesses that sphere-specific drawback. The wand gains a bonus magic talent or spell point in exchange for this sphere-specific drawback.

A wand may contain an advanced talent, but must possess that talent’s minimum caster level, as well as all of its prerequisite talents. A wand may be used to meet the prerequisites for creating other magic items.

A wand’s pricing is determined by comparing it to Table: Wand Pricing.

Table: Wand Pricing
Caster Level # of Additional Magic Talents/Spell Points Price
2 (base wand) 0 1,000 gp
4 1 4,000 gp
6 2 9,000 gp
8 3 16,000 gp
10 4 25,000 gp
12 5 36,000 gp
13 6 49,000 gp
16 7 64,000 gp
18 8 81,000 gp
20 9 100,000 gp

Forge Ring

Forge Ring is not only used to create magic rings, but also all forms of worn items, be they belts, amulets, headbands, gloves, or others. Forge Ring allows the caster to place constant bonuses into these items, allowing those who wear them to benefit from their power.

To forge a piece of wearable equipment, the crafter must decide on a single enhancement to place within, chosen from those on Table: Equipment Bonuses. Multiple enhancements may be granted by the same piece of equipment, but the price of all enhancements except the most expensive has their price multiplied by 1.5.

Table: Equipment Bonuses
Benefit Minimum Caster Level Sphere Base Cost
Grant Enhancement bonuses to a Mental Ability Score 2x Enhancement Bonus Enhancement Bonus squared x 1,000 gp
Grant Enhancement bonuses to a Physical Ability Score 2x Enhancement Bonus Enhancement Bonus squared x 1,000 gp
AC bonus (deflection) 3x Bonus Protection Bonus squared x 2,000 gp
AC bonus (natural armor) 3x Bonus Alteration Bonus squared x 2,000 gp
AC bonus (other) 3x Bonus Various Bonus squared x 2,500 gp
Energy Resistance (one energy type) Resistance -10 (minimum: 1) Protection Resistance squared x 50 gp
Save bonus (resistance) 3x Resistance Bonus Protection Bonus squared x 1,000 gp
Save bonus (other) 3x Bonus Various Bonus squared x 2,000 gp
Skill bonus (competence) 1x Competence Bonus Various Bonus squared x 100 gp
Spell resistance Spell Resistance -10 (minimum: 1) Protection 10,000 gp per point over SR 12, SR 13 minimum
CMB (competence, one combat maneuver) 1x Bonus Enhancement Bonus squared x 1,000 gp
CMD (enhancement) 1x Bonus Enhancement Bonus squared x 1,000 gp

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.

Table: Item Slot Affinities

Body Slot Affinity Example Item
Armor Protection 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, 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, discernment The Amulet of Natural Armor, which provides a bonus to natural armor
Rings Protection, utility The Ring of Protection, which provides a deflection bonus to AC
Shoulders Transformation, protection The Cloak of Resistance, which provides a bonus to saving throws
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. 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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