Marvelous Items [Wondrous Items]

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.

Marvelous Items were previously described as Wondrous Items in Spheres of Power, but have since been updated to a new type of item. Any reference to Wondrous Items also refers to Marvelous Items. Marvelous Items are normally made with the Craft Wondrous Item feat, but can also be made with the Craft Wondrous Item feat if you aren't using the new crafting feats.

Note: Item Placement

In Spheres of Power, items are separated based on the feat used to craft them. Magic item slots are less important in SoP, and slotted items aren't necessarily made with Craft Marvelous/Wondrous Item. As such, items you may be used to looking at this page for (such as belts or headbands that improve ability scores) are not found on this page.

Instead, see the following pages for specific examples of items that aren't Wondrous Items:

  • Alchemical Items (Generally mundane gear)
  • Apparatuses (Constant or At-Will Powers, including use of talents)
  • Charms (Items that provide constant bonuses, including ability score boosts)
  • Compounds (Consumables, including potions, oils, and dusts)
  • Implements (Caster Level Bonus items, and sometimes additional talents)
  • Scrolls (Partially-Completed Spells)
  • Spell Engines (Self-contained items that provide talents)
  • Summoning Orbs (Bonus page for a Companion-summoning type of item)

Eyes Slot

Contrast Spectacles

Aura faint Divination; CL 3
Slot eyes; Price 2,000 gp
The light pair of wire-rimmed lenses reveal natural levels of illumination from unnatural, even in conditions where the wearer can not otherwise see. Contrast spectacles instantly reveal the location and boundaries of all areas of darkness, blot, and glow, even if they don’t change the ambient lighting conditions. As a swift action the wearer may attempt a Spellcraft check to identify any active (darkness), (blot), (glow), and (nimbus) talents. This does not grant low-light vision or darkvision, nor does it allow the wearer to notice magical lighting conditions through physical barrier to vision. The Obfuscation talent thwarts the effects of contrast spectacles.
Construction Requirements
Craft Wondrous Item, Divination sphere; Cost 1,000 gp

Field Researcher’s Lenses

Aura faint Divination and Destruction; CL 10
Slot eyes; Price 15,000 gp; Weight -
Description
These glasses are sturdier than they look, and stay unnaturally clean as grime slides off them. When worn by someone with the studied strike class feature (such as an investigator), the damage from his or her studied strike increases by 1d6. In addition, whenever they make a studied strike, they may spend a spell point to double the number of dice rolled.
Construction Requirements
Craft Apparatus; Cost 7,500 gp

Goggles of Magic Sight

Aura faint Divination; CL 1th
Slot eyes; Price 1,200 gp; Weight 1 lb.
Description
This goggles look like simple goggles used by fliers, but closer inspection reveals that the glasses can be rotated. Moving both glasses to the right position provides the effects of the standard divine effect of the Divination sphere. The effect persists until the user ceases concentration, after which both glasses snap back to their original position. These goggles can be used 3 times per day.
Construction Requirements
Craft Marvelous Item, Divination sphere; Cost 600 gp


Feet Slot

Earth Warrior’s Boots

Aura faint Life; Caster Level 2nd
Slot Feet; Price 4,000 gp; Weight
Description
These sturdy leather boots are prized by mercenaries who can’t afford the services of a healer. When standing upright on solid soil or stone, slamming the heel of either boot into the ground (a free action) will grant the wearer fast healing 1 for 2 minutes. Each boot can be used once per day, and can be used at the same time or separately (the effect stacks with itself). Both boots must be worn for the magic to be effective. The boots also grant DR 5/magic versus anything harmful that the wearer steps on that are environmental in nature, or traps that attack from beneath the wearer.
Construction Requirements
Craft Wondrous Item, Life sphere, Revitalize; Cost 2,000 gp


Hands Slot

Entropic Gloves

Aura moderate Destruction; CL 12
Slot hands; Price 60,000 gp; Weight -
Description
Once per round, when you use a sphere ability that deals hit point damage, you do an extra point of damage per caster level. This is a free action.
Construction Requirements
Craft Marvelous Item, Destruction sphere; Cost 30,000 gp

Gloves of the Trickster

These fingerless white leather gloves are usually are form fitting, and slip with ease.
Aura faint Illusion and Telekinesis; CL 8th
Slot hands; Price 20,000 gp; Weight
Description
These leather gloves work best when used together as a set. While worn separately, they grant the wearer either a +1 enhancement bonus to caster level with either the Illusion or Telekinesis spheres (chosen at random each time they put the glove on). If both are worn by the same creature however, they grant a +2 enhancement bonus to caster level with both the Illusion and Telekinesis spheres. Gloves of the tricksters are crafted as a set, and are thus only bought and sold in pairs.
Construction Requirements
Craft Implement of Power, Illusion sphere, Telekinesis sphere; Cost 10,000 gp

Shadow-Dipping Gloves

Aura weak Dark; CL 5
Slot Hands; Price 5,000 gp
These skin-tight kid gloves look more like a coating of liquid pitch than a typical article of clothing. Donning a pair of shadow-dipping gloves allows to wearer to make pickpocket checks and Steal combat maneuvers in order to take items stored in another person’s Shadow Stash or to surreptitiously deposit items into it. The gloves grant the wearer the ability to use her own shadow as a Shadow Stash with a caster level of 5th, even if she does not have access to the Dark sphere and Shadow Stash talent. If she has the Shadow Stash talent, she is treated as if she has taken it a second time. If she has taken the Shadow Stash talent twice, shadow-dipping gloves provide no benefit.
Construction Requirements
Craft Wondrous Item, Dark sphere, Shadow Stash; Cost 2,500 gp


Headband Slot

Headband of Ill Fortune

Aura faint Fate; CL 5th
Slot headband; Price 10,000; Weight -
Description
When a creature wears this headband, once per day they may look at a creature within Close range and curse them as an immediate action, forcing them to roll an attack roll, skill check, ability check, or saving throw twice and take the lower result.
Construction Requirements
Craft Wondrous Item, Fate Sphere; Cost 5,000 gp


Neck Slot

Amulet of Primal Protection

Aura faint Enhancement and Protection; CL 5th;
Slot Neck; Weight .1 lbs.;
Scaling Wonder; Type wonder
This amulet appears to be small shield made of teeth, and is often found in the possession of the holy warriors of the primal world. Source: The Abjurer's Handbook

5th Level - 3,150 gp: The wearer gains the benefit of the Improved Unarmed Strike feat.
6th Level - 4,800 gp: The amulet grants the wearer a +4 bonus on saving throws against all forms of poison and disease.
7th Level - 7,050 gp: The amulet grants a +1 natural armor enhancement bonus.
8th Level - 9,900 gp: The amulet grants an enhancement bonus of +1 on attack and damage rolls with unarmed attacks and natural weapons.
9th Level - 13,800 gp: The amulet grants the wearer a +4 bonus on saving throws against all forms of fear.
10th Level - 18,600 gp: The amulet grants a +2 natural armor enhancement bonus.
11th Level - 24,600 gp: The amulet grants an enhancement bonus of +2 on attack and damage rolls with unarmed attacks and natural weapons.
12th Level - 32,400 gp: The amulet grants the wearer immunity to all forms of poison and disease.
13th Level - 42,000 gp: The amulet grants a +3 natural armor enhancement bonus.
14th Level - 55,500 gp: The amulet grants an enhancement bonus of +3 on attack and damage rolls with unarmed attacks and natural weapons.
15th Level - 72,000 gp: The amulet grants the wearer immunity to all forms of fear.
16th Level - 94,500 gp: The amulet grants a +4 natural armor enhancement bonus.
17th Level - 129,000 gp: The amulet grants an enhancement bonus of +4 on attack and damage rolls with unarmed attacks and natural weapons.
18th Level - 159,000 gp: The amulet grants the wearer the stalwart class feature.
19th Level - 205,500 gp: The amulet grants a +5 natural armor enhancement bonus.
20th Level - 264,000 gp: The amulet grants an enhancement bonus of +5 on attack and damage rolls with unarmed attacks and natural weapons.

Amulet of the Revealing Eye

Aura faint Divination and Light; CL 3
Slot neck; Price 10,800 gp; Weight -;
Description
Three times per day, you may activate this amulet as a standard action. Doing so produces a 60-ft. cone of bright light for 3 rounds that reveals all hidden creatures and objects as well as anything expressly designed to be hidden. Creatures and objects lose all the benefits of invisibility for as long as they are within the area of bright light. Hidden objects include secret doors, hidden caches, and secret compartments. Not only does this detect the presence of such secrets, but it also gives you knowledge of their trigger mechanisms. This only detects doors, passages, and openings specifically designed to avoid detection. The orientation of the cone may be changed once per turn as a free action.
Construction Requirements
Craft Marvelous Item; Light sphere, Divination sphere, Cost 5,400 gp

Matrix of Order

Slot neck; Aura faint protection; CL 6th;
Weight 1 lb. Price 8,000 gp

This necklace appears to hold a modestly sized crystal, but closer inspection reveals the crystal to be an impossible complex lattice of smaller crystal filaments designed to trap and hold the excess energy of a wild magic event. Once per day, when the wearer of a matrix of order triggers a wild magic event (but not a major event), as a free action that may be taken even when it is not his turn, he may choose to negate the event. This decision must be made before the roll is made on the wild magic table. Once used, the matrix sheds light as a torch for 1 hour, then as a candle for 6 hours as it bleeds away the trapped magical energies. A matrix of order must be worn for 24 hours to be attuned.
Construction Requirements
Craft Wondrous Item, Protection sphere; Cost 4,000 gp

Necklace of the Healed Soul

Slot Neck; Aura faint Fate Life; CL 3rd;
Weight 1/2 lbs.; Scaling Prize; Price 400 gp

This necklace, is a thin platinum chain interwoven with small diamonds with a single charge that refreshes each day. The wearer as a standard action, may use the restore Life sphere ability by spending a single charge. When using sphere talents or abilities from the necklace they are considered to have CL 1st.
4th Level - 900 gp: The wearer of the necklace of the healed soul can now use restore with the Greater Restore talent. The wearer uses the necklace sphere talents or abilities at CL 2nd.
7th Level - 3,525 gp: The wearer of the necklace of the healed soul can now use restore with the Greater Restore and Restore Soul talents. The wearer uses the necklace sphere talents or abilities at CL 4th.
10th Level - 9,300 gp: The wearer of the necklace of the healed soul can now use restore with the Greater Restore, Restore Senses, and Restore Soul talents. The wearer uses the necklace sphere talents or abilities at CL 6th.
12th Level - 16,200 gp: The wearer of the necklace of the healed soul can now use restore with the Break Enchantment, Greater Restore, Restore Senses, and Restore Soul talents. The wearer uses the necklace sphere talents or abilities at CL 8th.
14th Level - 27,750 gp: The wearer of the necklace of the healed soul can use the Freedom word from the Fate sphere by spending a single charge. The wearer uses the necklace sphere talents or abilities at CL 10th.
15th Level - 36,000 gp: As an immediate action, the wearer of the necklace can use the Bless word from the Fate sphere by spending a single charge. The wearer uses the necklace sphere talents or abilities at CL 12th.
16th Level - 47,250 gp: The necklace has 2 charges which refresh daily. The wearer uses the necklace sphere talents or abilities at CL 14th.
17th Level - 61,500 gp: The necklace has 3 charges which refresh daily. The wearer uses the necklace sphere talents or abilities at CL 16th.
18th Level - 79,500 gp: The necklace has 4 charges which refresh daily. The wearer uses the necklace sphere talents or abilities at CL 18th.
19th Level - 102,750 gp: The necklace has 5 charges which refresh daily. The wearer uses the necklace sphere talents or abilities at CL 20th.
Construction Requirements
Craft Rod, Craft Wondrous Item, Fate sphere, Life sphere, Break Enchantment, Greater Restore, Freedom, Restore Senses, Restore Soul; Cost 51,375 gp

Obsidian Key

Aura weak Dark; CL 5
Slot Neck; Price 3,000 gp
This faceted key is carved from volcanic glass and hangs around the wearer’s neck on thread of spider silk. Each obsidian key is must be attuned to a particular Dark sphere user in a ritual using a small sample of the caster’s blood, hair, or similar token piece of her body. Once attuned, a creature donning the obsidian key is treated as having the Clearsight and Darkvision melds with respect to the attuned Dark sphere user’s areas of darkness or blot. As a swift action, the wearer may immediately dispel all ongoing darkness, blot, or shadow effects within medium range that were created by the attuned caster, at which time the obsidian key becomes non-magical.
Construction Requirements
Craft Wondrous Item, Dark sphere; Cost 1,500 gp

Token of Fey Affection

Aura moderate Warp; CL 10th
Slot neck; Price 20,000 gp; Weight -
Description
This small necklace contains a single, small gemstone, and is often given by Fey creatures to their mortal lovers or champions. Once per day, when the wearer of the token is reduced to 0 hp or fewer (or, when the wearer simply desires it), they are instantly teleported to the creature who gave them the token, provided they are on the same plane of existence.

Only the creature to whom this token is given may use the token, and only to teleport to the creature who presented it to them. While it is possible to find or steal a token, the token will not work properly until it has been presented to a creature, and then may only be used to teleport to the side of the one who presented it to them.
Construction Requirements
Craft Wondrous Item, Warp Sphere; Cost 10,000 gp


Shoulders Slot

Dashing Cloak

Aura faint Warp; CL 5th
Slot shoulders; Price 5,200 gp; Weight 1 lb.
Description
The silver embroidery on this fine purple cloak seems to twist and shift in the light. A dashing cloak has five charges which are renewed each day at dawn, represented by five symbols in the embroidery. Spending 1 or more charges causes one of the symbols to grow still and allows the wearer to teleport to any place they have line of effect and line of sight to, up to a maximum range of 30 feet. The action it takes to teleport depends on how many charges are spent.

  • 1 charge: Standard action
  • 2 charges: Move action
  • 3 charges: Swift action

Construction Requirements
Craft Wondrous Item, Warp sphere, Quick Teleport; Cost 2,600 gp

Windwalker Cape

Aura faint Warp; CL 5th
Slot shoulders; Price 30,000; Weight 1 lb.
Description
The windwalker cape flows gently in the breeze, even when no breeze is present. The bearer of the windwalker cape may easily slip between spaces, teleporting anywhere within 150 ft that he can see as a move action. The windwalker cape is usable 3 times per day.
Construction Requirements
Craft Wondrous Item, Warp Sphere; Cost 15,000 gp


Wrists

Animate Wand Bracers

Aura faint Enhancement and Mind; CL 5
Slot wrist; Price 4,200 gp; Weight 1 lbs.
Description
While this appears to be a normal wand bracer, it has been animated to perform its duties automatically, responding to mental signals from their wearer. Drawing and stowing wands from this bracer is a free action that can be performed even when it is not your turn.
Construction Requirements
Craft Apparatus, Enhancement sphere, Animate Object, Mind sphere, Read Mind; Cost 2,200 gp.


Slotless

Arcane Orrery

Aura moderate Illusion; CL 10
Slot none; Price 10,000 gp; Weight 5
Description
This small leather case can be opened to reveal illusory floating spheres orbiting each other in an indiscernible pattern, tied together with magical texts flowing and shifting, describing their relationships to each other. Setting up the arcane orrery is a standard action. Using it while researching a new ritual or spellcrafting a new spell grants a +5 insight bonus on Spellcraft checks to create the ritual or spell.
Construction Requirements
Craft Apparatus, Craft Ritual or Spellcrafting feats; Cost 5,000 gp.

Archmage’s Cube of Gaming

Aura strong creation CL 17th
Slot none; Price 85,000 gp; Weight 1 lbs.

Description
An archmage’s cube of gaming functions as a wizard’s cube of gaming except that the game has a +8 bonus to Intelligence, Wisdom, and Charisma related checks, the bonus for winning and penalty for intentionally losing increases to +2 and -2 respectively. Additionally, once per day a wager can be declared with another command word. Every loser of the game that a wager is declared in is immediately subject to the Greater Geas talent as if cast by the winner. A game that a wager was declared on must be played to completion and everyone who sat down to play is immediately subject to a Greater Geas to play the game to completion.

Construction Requirements
Craft Wondrous Item, Creation sphere, Fate sphere, greater geas; Cost 47,500 gp

Banner of the Warlord

Aura moderate War; CL 10;
Slot slotless; Price 30,000 gp; Weight .1 pounds
Description
This ornate strip of cloth is small enough to tie around a weapon but colorful enough to be seen easily from a distance. Although worn and frayed around the edges, the cloth is magically clean and its colors never run. It has 10 hit points per inch of thickness, and, impossibly, has a hardness of 30.

Each banner of the warlord is imbued with a totem, chosen when it is made. Its totem does not change. It can be activated by tying it to a pole (or polearm) and openly displayed. It continues to be effective, whether carried, wielded as part of a weapon, or planted on the battlefield. Whether the banner can be actually seen is not important, only that it is not being hidden.

Before being used, it must be attuned to a creature who will determine who its allies and enemies are. It takes a standard action to attune the banner, and all it requires is for the holder to hold it aloft and make a brief (but stirring) speech, or just screaming really loud.

If it is lost, either by having its owner die or having a non-ally take away the banner physically, another creature can attune it as a standard action. The banner remains attuned to the original owner as long as no one else attunes to it.
Construction Requirements
Craft Wondrous Item, War sphere; Cost 15,000 gp

Banner of the Warlord, Major

Aura strong War; CL 20;
Slot slotless; Price 60,000 gp; Weight .1 pounds
Description
This is a the same as a banner of the warlord, but its effective caster level is 20.
Construction Requirements
Craft Wondrous Item, War sphere; Cost 30,000 gp

Banner of the Warlord, Minor

Aura moderate War; CL 5;
Slot slotless; Price 15,000 gp; Weight .1 pounds
Description
This is a the same as a banner of the warlord, but its effective caster level is 5.
Construction Requirements
Craft Wondrous Item, War sphere; Cost 7,500 gp

Bonded Notebooks

Aura faint Divination; CL 5
Slot none; Price 5,000 gp; Weight 2 lbs (set)
Description
A set of two identical leather-bound books of modest size, permanently linked to each other when created. Whatever is written in one book instantaneously appears on the corresponding page of the other, so long as they are on the same plane. Each page can hold up to 100 words and each book contains 50 pages. The backs and fronts of pages can be written on. A bonded notebook cannot be fitted with new pages; once the space inside has been used, the bonded notebooks become virtually worthless.
Construction Requirements
Craft Apparatus; Divination sphere, Cost 2,500 gp

Bonded Quills

Aura faint Creation and Divination; CL 5
Slot none; Price 5,000 gp; Weight -
Description
These feather quills come in pairs. Each quill functions as a quill of endless ink. When both are held by a willing creature, any writing produced by one quill is instantly reproduced by the other, so long as both are on the same plane. A creature holding one quill is always aware if the other quill is being held by a willing creature, though no other information about that creature is gained. This cannot be used to create two copies at once of a scroll, spellbook, or other magical writing.
Construction Requirements
Craft Apparatus, Creation sphere, Divination sphere; Cost 2,500 gp

Divine Symbol

Aura faint Fate; CL 1st
Slot holy symbol; Price 500 gp; Weight -
Description
A divine symbol is a holy symbol that is especially attuned to 4-5 domains of a particular deity. To activate the divine symbol, the user must possess two or more of the attuned domains and expend a use of channel energy. Activating the channel focus will grant a +1 profane or sacred bonus to caster level to the spheres matching the attuned domains for 1 hour. Deities that channel positive energy grant sacred bonuses, while those that channel negative energy grant profane bonuses. Deities that can channel both or either or types of energy have their divine symbol’s bonus type chosen when it is created.
Construction Requirements
Forge Charm, channel energy; Cost +250 gp

Dowsing Rods

Aura moderate Divination; CL 11th

This pair of rods is used in divining the location of various objects, such as gems, metals or even water. Dowsing rods are made with a specific purpose upon its creation - see the table below for examples of available dowsing rods.

As a full-round action, you may attempt to cross the rods, which depending upon the results determine the direction or location of the nearest target. If the ends of the rods cross, you are either directly above or below a location where the target is within close range. If the rods remain parallel, you are facing the general direction where the nearest target may be found. If the rods repel each other, the nearest source of the target is not in that general direction. The larger the target, the stronger the pull of the rods. The rods will only become parallel if the target is within 1 mile of the rods.

Most dowsing rods, once they cross, lose the ability to find new targets, but may be used like a compass to find the old target. However, Dowsing rods which divine for life necessities such as food, water, or habitable shelter may be used multiple times to find new targets (even after their rods have crossed if so desired). PCs seeking treasure in the form of precious metal ore or gem deposits to find such worth totaling roughly 500 gp (not including any wealth of any denizens who may be guarding it). Dowsing rods are thus not so much a means for PCs to get rich quick, but rather a tool that can be utilized to help move the story along.

Construction Requirements
Craft Wondrous Item, Dowsing; Price: 1,000 gp

Roll Dowsing Rod Example Table
1 Dowsing Rod of Beasts (Divines the location of the nearest animal, usually with a minimum HD or specific type)
2 Dowsing Rod of Breathable Air
3 Dowsing Rod of Copper Deposit
4 Dowsing Rod of Diamonds
5 Dowsing Rod of Dragons (Divines the location of the nearest dragon)
6 Dowsing Rod of Gold Deposit
7 Dowsing Rod of Goblinoids (Divines for the location of the nearest goblinoid)
8 Dowsing Rod of Iron Deposit
9 Dowsing Rod of Leylines (Divines the location of the nearest leyline)
10 Dowsing Rod of Lead Deposit
11 Dowsing Rod of Nutrition (Divines for Edible Plants)
12 Dowsing Rod of Outsiders (Divines the location of the nearest outsider of a specific subtype)
13 Dowsing Rod of Platinum Deposit
14 Dowsing Rod of Poison Detection (Divines the presence of Poison)
15 Dowsing Rod of Saturation (Divines the presence of Drinkable Water)
16 Dowsing Rod of Shelter (Divines the presence of Habitable Shelter)
17 Dowsing Rod of Silver Deposit
18 Dowsing Rod of Undeath (Divines the location of the nearest undead)
19 Dowsing Rod of Vermin (Divines the location of the nearest vermin)
20 Dowsing Rod of the Woodlands (Divines the location of the nearest grove of trees)

Foci of the Diviner

Aura faint divination; CL 2nd;
Slot none; Price 150 gp; Weight 1 lb.; Scaling prize1
This particular focus is made and sold in various different shapes, the most common of which is a wooden box containing either a complete deck of harrow cards or set of runes. If any of the harrow cards or runes move more than 400 ft from the box or becomes damaged those cards or runes rematerialize inside the box undamaged.

  • 4th Level – 900 gp: While the owner is touching a harrow card or rune, she gains a +1 enhancement bonus to her caster level with Divination sphere talents and abilities.
  • 6th Level – 2,400 gp: While the owner is in possession of the Foci of the Diviner, she gains the benefits of the Deadly Dealer feat, even if she does not meet the feat’s prerequisites. Thrown cards and runes are treated as darts, but cannot be imbued with additional power except as listed below unless the owner also has the Arcane Strike feat. This otherwise functions as the Deadly Dealer feat.
  • 8th Level – 4,950 gp: The enhancement bonus increases to +2.
  • 10th Level – 9,300 gp: The owner, if she throws harrow cards or runes may add the enhancement bonus with the Divination sphere to her attack and damage rolls with the harrow cards or runes.
  • 12th Level – 16,200 gp: The enhancement bonus increases to +3.
  • 14th Level – 27,750 gp: The cards and runes gain a +1 ranged weapon special ability of your choice, such as distance, flaming, or ghost touch.
  • 16th Level – 47,250 gp: The enhancement bonus increases to +4.
  • 18th Level – 79,500 gp: The cards and runes gain your choice of an additional +2 ranged weapon special ability or two +1 ranged weapon Special Abilities of your choice.
  • 20th Level – 132,000 gp: The enhancement bonus increases to +5.

Construction Requirements
Craft Wondrous Item, Divination Sphere, Enhancement Sphere, Cost 66,000 GP

1 This is a Scaling Item (see Pathfinder Unchained).

Hedgewitch’s Cube of Gaming

Aura moderate creation CL 7th
Slot none; Price 500 gp; Weight 1 lbs.

A hedgewitch’s cube of gaming functions as a wizard’s cube of gaming except that the game only has a +3 bonus to Intelligence and Wisdom related checks, and winning only provides a +1 bonus to the skill or ability check used to win the game (or a +1 luck bonus to all ability checks if the game is won with luck).
Construction Requirements
Craft Wondrous Item, Creation sphere, Fate sphere; Cost 250 gp

Last Musicbox

Aura moderate Fate; CL 1oth
Slot none; Price 20,000; Weight 2 lbs.
Description
This small mechanical box plays a haunting melody when opened, and is decorated with images of angels and demons locked in combat. Whenever a creature within 50 ft of the music box hears the melody for at least one uninterrupted minute, one of the following happens:

  • If the creature is good, they gain a +2 sacred bonus to attack rolls, saving throws, and skill checks for 10 minutes.
  • If the creature is evil, they gain a +2 profane bonus to attack rolls, saving throws, and skill checks for 10 minutes.
  • If the creature is neither good nor evil, they suffer a -2 penalty to all attack rolls, saving throws, and skill checks for 10 minutes.

The music box can only be played once per day. If a creature opens the box a second time in a day, no music plays, and instead every creature within 50 ft becomes sickened for 1 hour.
Construction Requirements
Craft Wondrous Item, Fate sphere, Cost 10,000 gp

Menhir

These large-gargantuan sized, upright standing stones mark areas of great importance and are commonly enchanted by members of the nature community such as druids, nymphs, shamans and treants. Like magic staffs, every standing stone is associated with a base sphere, which the crafter must possess in order to create the standing stone, either on their own or through another caster. The standing stone usually has an enhancement bonus ranging from +1 to +5.

When standing adjacent to the standing stone and using a sphere ability from the stone’s base sphere, the caster adds the standing stone’s enhancement bonus as a temporary increase to their caster level for that ability. You may only benefit from one menhir at a time (see trilithon below). Unlike staffs, this applies not only to magic used by the caster herself, but also to wands or other magic items the caster is wielding. Menhir normally do not function unless the standing stone is in contact with the earth.

A menhir’s base price is equal to its bonus squared x 5,000 gp. To create a menhir, a caster must spend materials with a cost equal to its bonus squared x 2,500 gp. A menhir’s caster level is equal to 2x its total bonus. Weight: 5,000lbs (large), 10 tons (huge), 50 tons (gargantuan).

Necrotic Marionette

Aura strong necromancy; CL varies
Slot none; Price varies; Weight 100 lbs.
Description
A creation of necromancers unwilling or unable to secure bodies for reanimation, a necrotic marionette is a puppet that functions as a corpse for the purposes of any Death talent - it can be reanimated, absorbed by Tomb of Flesh, detonated by Corpse Bomb, repaired by Corpse Manipulation, and so on. Necrotic marionettes count as twice their Hit Dice against the total amount you may have reanimated at once.

A necrotic marionette has the following ability scores when raised as an undead: Str 12, Dex 14, Con -, Int 7, Wis 10, Cha 13. It gains additional bonuses to Strength, Charisma, and natural armor based on its Hit Dice, as shown on the table below.

Necrotic Marionettes cost 500 gp per Hit Dice and have a caster level equal to their Hit Dice.
Construction Requirements
Craft Wondrous Item, Death sphere, creator must have a CL equal to or greater than the HD of the marionette; Cost 250 gp per HD.

Table: The Necrotic Marionette
Hit Dice Str/Cha Bonus Natural Armor Bonus
1 +0 +0
2 +1 +0
3 +1 +2
4 +2 +2
5 +2 +2
6 +3 +4
7 +3 +4
8 +4 +4
9 +4 +6
10 +5 +6
11 +5 +6
12 +6 +8
13 +6 +8
14 +7 +8
15 +7 +10
16 +8 +10
17 +8 +10
18 +9 +12
19 +9 +12
20 +10 +12

Obdurate Douter

Aura moderate Dark; CL 7
Slot None; Price 5,000 gp
The soot-stained bell of this ornate silver candle snuffer seems immune to cleaning, but closer examination reveals that the metal has somehow been contaminated with darkness. As a standard action, an obdurate douter can be used to snuff out any source of non-magical light or fire within 40 ft. as per the Extinguish feat. For diffuse light sources and conflagrations, it can extinguish up to one 5 ft. square per turn. Magical fires with a duration longer than instantaneous can be extinguished with a successful MSB check with a +7 modifier. If the obdurate douter is plunged directly into the magical flame the MSB check is made with a +10 modifier, but the wielder takes damage from the magical fire should the attempt fail.
Construction Requirements
Craft Wondrous Item, Dark sphere, Extinguish; Cost 2,500 gp

Origami Charm

Aura faint Enhancement; CL 1
Slot none; Price 75; Weight -
Description
A sheet of parchment of assorted colors that requires a Craft (origami) check DC 15 to use as a full-round action. If successful, the crafted origami becomes an awakened Diminutive animated object for 1 hour, utilizing the stat-block provided below. If the Craft check was unsuccessful or the animated object is destroyed before the duration expires, the wondrous item is consumed and drained of all magical power becoming nothing more than a pile of paper confetti. If the duration expires before the animated object is destroyed, the origami reverts back to a sheet of parchment and may be used again.
Special
Characters with the Object Familiar feat may select origami charm as their familiar instead of a Tiny animated object. Origami charms who are made into familiars are not consumed by an unsuccessful Craft (origami) check, but rather become inert for 24 hours or until the character regains their spell pool (whichever comes first), at which time the character regains the ability to reanimate the origami charm.
Construction Requirements
Craft Marvelous Item; Enhancement sphere; Cost 37 gp, 5sp

Origami Charm (CR 1/8)
XP 50
N Diminutive construct
Init +3, Senses darkvision 60 ft., low-light vision; Perception +0

Defense
AC 19, touch 17, flat-footed 12 (+3 Dex, +2 natural, +4 size)
hp 2 (1d10)
Fort +0, Ref +3, Will +0
Defensive Abilities hardness 0, Immune construct traits,
Weakness fire vulnerability

Offense
Speed 10 ft.
Melee slam (1d1-3)
Space 1 ft., Reach 0 ft.

Statistics
Str 4, Dex 16, Con -, Int -, Wis 11, Cha 11
Base Atk +1, CMB -6, CMD 7
Languages Common
SQ 3 construction points (+2 from flaws)

Special Abilities

Construction Flaws (Ex)
Cloth (+1 CP) The origami charm is made of cloth-like parchment decreasing its hardness by 5.
Flammable (+1 CP) The origami charm has vulnerability to fire.

Familiar
If the origami charm is a familiar, it may change out its construction points by making a Craft (origami) check DC 15 + 1 per construction point changed. Flaws may not be changed or traded out with others.

Ecology
Environment urban
Organization solitary
Treasure none

Power Charm of the Elementalist

Aura faint Destruction; CL 5th;
Slot -; Price 2,000 gp Weight
Description
The wearer treats his elementalist level as 4 higher for the purposes of determining the bonus damage from the favored element class feature. This bonus does not grant early access to increased multipliers.
Construction Requirements
Craft Wondrous Item, favored element class feature; Cost 1,000 gp
*For information on power charms, see Steelforge by Dreamscarred Press.

Primordial Clay

Aura faint Creation; CL 5
Slot none; Price 150 gp per pound; Weight 1 pound
Description
This substance has a light gray color and is frequently found in hardened balls. Characters with the Creation sphere quickly recognize what it is. Primordial clay is extremely easy to manipulate with magic, and a sphere caster can use it in concert with their Creation sphere abilities. Whenever the sphere caster creates an object with weight equal to or less than the amount of primordial clay they possess (and wish to use), they may use the clay, forming it into whatever they wish to create.

The clay changes shape and even changes what type of matter it is - it can become any material the caster can manipulate, but it can not transform into anything biologically reactive or chemically explosive (like alchemical components or food) or any form of gemstone. When the caster uses the clay this way, it retains its shape indefinitely, or until they use it again. It is trivial for a Creation caster to transform the clay into something wearable, so it’s is always a free action to draw the clay into their hand.
Construction Requirements
Craft Apparatus; Cost 75 gp per pound

Quill of Endless Ink

Aura faint Creation; CL 1
Slot none; Price 80 gp; Weight -
Description
This feather quill is perpetually supplied with ink, creating enough to write continuously, though never dripping. The quill usually comes with a small metal carrying case capable of safely holding up to three quills. Some quills are creating with special inks; 5 vials of the special ink are consumed in the process of crafting a quill with a special ink. Each quill can only use one type of ink.
Construction Requirements
Craft Apparatus, Creation sphere; Cost 40 gp

Stone Hemispheres

Aura strong War; CL 15;
Slot none; Price 27,500 gp (per pair); Weight .5 pounds each
Description
Each of these stones starts out as a smooth sphere engraved with geometric patterns that has been splintered into two pieces. When the stones are carried by two separate individuals, they benefit from a specific mandates, determined when the stone was created. There is no range limit on how far apart the stones can be and still function, provided both stones are still on the same plane of existence.
Construction Requirements
Craft Wondrous Item; War sphere; Cost 13,750 gp (per pair).

Trilithon

A trilithon (or trilith), is a magical structure consisting of two vertical menhir of the same size (posts) supporting a third menhir set horizontally across the top (lintel). The three menhir that make up the trilithon must all share an association with the same base sphere. When standing adjacent to a trilithon and using a sphere ability from the shared stone’s base sphere, the caster adds the enhancement bonus of the menhir making up the lintel of the trilithon as a temporary increase to their caster level for that ability.

In addition, the caster gains two temporary talents from the stone’s base sphere (chosen at the beginning of any turn the caster begins adjacent to the trilithon). A caster may only benefit from one trilithon at a time. Unlike staffs, this applies not only to magic used by the caster herself, but also to wands or other magic items the caster is wielding. Trilithon, like menhir, normally do not function unless the two posts are in contact with the earth.

A trilithon’s base price is equal to the total cost of the three menhir that make it up. To create a trilithon, one must simply place two menhir standing adjacent to each other, placing a third horizontally across the top.

Wall Slat

Aura Faint Creation CL 4th
Slot none; Price 320 gp; Weight 1 lbs.

Description
This deceptively simple trinket was supposedly developed by a thieves guild, giving them a quick and easy means of securing an escape route. It consists of a thin, flat 7 inch long piece of black wood with glyphs covering the length of it and one short end a lighter shade than the rest. To activate it, the user snaps up the lighter end and places it on the ground (a move action). The following round the slat expands into a 10 ft. by 10 ft. stone wall that is 2 inches thick, growing in the same directions that the slat is placed. This wall lasts for 4 minutes and is a single-use item. Stronger and longer-lasting versions of this item exists, but this is the most commonly found type.

Construction Requirements
Craft Wondrous Item, Creation sphere, Expanded Materials; Cost 160 gp

White Lotus Seal

Aura faint Death; CL 2
Slot none; Price 1,600 gp; Weight -
Description
This strip of parchment has transcribed on it various verses of scripture laid out in pentacle form. The white lotus seal has been alchemically treated to work equally well against incorporeal as well as corporeal undead. In place of an attack, the character may make a melee touch attack against an undead creature placing the white lotus seal upon them. Undead who have the seal attached to them must make a Will save DC 10 + character’s Total PA (TPA) within the White Lotus Cult1 (minimum 1). Undead who fail their save become helpless until attacked or the seal is removed as a move action.
Construction Requirements
Craft Wondrous Item, Death sphere, Command Undead; Cost 800 gp
1: The White Lotus Cult is an organization discussed in Spheres of Power. This organization can be replaced by any similar organization found within the campaign world. The White Lotus Cult is Product Identity of Drop Dead Studios and referenced here with written permission.

Wizard’s Cube of Gaming

Aura strong creation CL 12th
Slot none; Price 20,500 gp; Weight 1 lbs.

This small ebony box looks like a beautiful, if simple, container for a deck of cards, the holy symbol of a deity of luck being the only design on the exterior of the lid. When the lid is opened and the command word spoken a table grows out of the box and expands or shrinks as necessary with an appropriate number of chairs around it. The table can expand to support up to 8 players sitting comfortably, or be small enough for just one. While the table exists, the true nature of the box can be revealed by the one who spoke the command word. By focusing on the box and speaking aloud the name any type of board, card, or dice game that they know the rules of, they can cause the table to alter its form to suit the game and conjure all of the relevant pieces to play in their starting positions. These pieces are physically real and can be made of any common wood, stone, metal, or mineral depending on the specific box in question, and they may be moved conventionally or verbally commanded and move autonomously, but regardless of material each piece is very fragile and destroyed by any amount of damage or by moving more than 10 feet away from the box at any time. Destroyed pieces reform when a new game is declared. Sliding the lid closed dismisses the table and any extant pieces.

Different games require differing amounts of time to play and have various rules, but most games require at least 5 times 1d4 per player minutes to complete and can be shortened down to an opposed skill or ability check appropriate to the declared game (including but not limited to Sleight of Hand to cheat at cards or reposition chess pieces, Bluff to force a fold or fake a strategy that you don’t truly understand, or a relevant profession that allows you insight into how the game is played). If the game declared requires more players than are present, the wizard’s cube of gaming plays on its own in place of the missing players. It never cheats and has a +5 bonus to Intelligence or Wisdom related checks and a +0 bonus to Charisma related checks. If the wizard’s cube of gaming is playing and perceives cheating, the game ends with no winner, but if it is not playing in place of a player, cheating does not automatically end any ongoing game.

A wizard’s cube of gaming is a test of skill, luck, and cunning, and rewards those who do well playing it. The most recent victor of any completed game played using the wizard’s cube of gaming gains a +1 insight bonus on saving throws, ability checks, and skill checks. If the winning player won by pure luck (1d20 with no modifier), this is a luck bonus instead. This bonus lasts until another player wins on that particular wizard’s cube of gaming, at which point the bonuses granted to the previous winner immediately cease. The game looks down on those who would simply let themselves lose, however, and intentionally losing a game results in the winner receiving no bonus and the loser taking a -1 penalty on saving throws, ability checks, and skill checks for 24 hours.
Construction Requirements
Craft Wondrous Item, Creation sphere, Fate sphere; Cost 10,250 gp


Minor Artifacts

Blood Bath

Aura moderate Alteration; CL 10
Slot none; Cost -; Weight 300 lbs
Description
The blood bath is a minor artifact used by evil creatures to steal the youth of their victims. Sized to fit a Medium or smaller creature, the blood bath must to primed by filling it with the blood of creatures of no older than the young adult age category.

Filling requires the blood of 20 Medium-sized creatures. For this purpose, 2 Small-sized creatures count as one Medium-sized creature. Once filled the user must spend at least 1 hour in the bath. At the end of this time, the user’s age category is reduced by 1 (to the minimum age in that category), to a minimum of young adult. Any penalties from aging are removed, though bonuses from aging are retained (though do not stack with future bonuses from aging). This does not prevent future aging.

Destruction
The blood bath shatters if filled with the bones of an intelligent humanoid that died of old age and blessed soil for 24 hours.

Ring of Multiple Personalities

Aura strong Mind and Time; CL 15
Slot ring; Weight -
Description
Originally invented by a wizard hoping to double his magic, this ring is considered a cursed ring, and cannot be removed without the aid of magic such as the Break Enchantment talent from the Life sphere. When a creature puts on the ring of multiple personalities they gain a second personality. This personality is considered a separate character with the same current hit points, attribute scores, equipment, and class levels as the character wearing the ring, but with its own alignment, skill ranks, feats, and variable class features, such as rogue talents or magic talents; the 2nd personality possesses a separate spell point pool from the main personality, and any other limited-use abilities it possesses such as alchemist bombs are tracked separately for each personality. Magic that reads minds or communicates telepathically reveals both minds, and can even allow them to communicate with each other, and the suppressed personality is aware of what happens while it is not in control. The GM may create this character as they see fit, but may use the following guidelines if they are beneficial:
d% Personality
1-20 The 2nd personality is the opposite of the wearer; opposite alignment and opposite choices wherever possible.
21-40 The 2nd personality is a monster that loves destruction; its features are maximized for dealing damage and it fights every chance it gets.
41-60 The 2nd personality is hostile towards the first personality, and seeks to undermine it in any way that does not place itself in danger or discomfort (it will not try to get the wearer killed or injured, but will sow discord in other ways).
61-80 The 2nd personality is a timid being that hates violence; it’s features are built for support and utility, and it avoids combat as much as possible.
81-100 The 2nd personality is similar to the wearer, and indeed believes it to be the ‘real’ personality, trapped inside the ring when it was put on and will die if the ring is ever removed.

Whenever the characters rests for roughly 8 hours (such as to regain spell points), there is a 25% that the character will awaken with the 2nd personality in control. Whenever the creature wearing the ring is struck with a critical hit, fails a saving throw against a harmful effect, or suffers some sort of shock the GM deems sufficient, the personality in charge switches.

Destruction
If the wearer of the ring of multiple personalities commits suicide, their body is brought back to life as if through the Resurrection talent with their alternate personality in control; the original personality is dead and its spirit departed as usual. Afterward, the ring loses all of its power.

Spike of Affixion

Aura strong Dark
CL 15; Slot None
When a creature’s shadow passes over it, this rusty, gnarled iron nail sinks into the earth and spikes the shadow in place, anchoring the creature that cast the shadow to the spot. The victim is powerless to remove the nail, but anyone else can pluck it from the earth with a DC 20 Strength check. A spiked creature can not move more than 5 ft. away from its location while the nail is affixed. A creature can not be spiked if it is not in contact with its own shadow, such as when flying. A spiked creature can not fly, jump, or otherwise lose contact with its shadow.

Applying a spike of affixion directly to a target requires a melee or ranged touch attack. A spike of affixion has a range increment of 10 ft. when thrown. Any creature attacked with a spike of affixion, moving through the same square the spike occupies, or attempting to pick it up off the ground must make a DC 20 Reflex save in order to avoiding being spiked. A spike of affixion can spike as many creatures as fit within 5 ft. of it, though an attack using the spike of affixion can only target one creature at a time.

A spike of affixion loses its hold on its target if they cease to cast a shadow, such as in areas of darkness or utterly diffuse light. A target pinned by a spike of affixion can not use spells or abilities that directly target, manipulate, or remove its own shadow, nor can its shadow be consumed or stolen.

Destruction
To destroy a spike of affixion, it must be hammered into a beam of light from the noon sun on the day of the equinox at the equator.

Transmogrifier

Aura moderate Alteration; CL 10
Slot none; Weight 25 lbs.
Description
The transmogrifier is a thin, unassuming wooden box that collapses flat for transport, which can be set-up or taken down as a full-round action. The plain appearance belies its true power. The small dial set into the box’s side can be turned to select any creature imaginable as a move action. Once selected, a creature may enter the box as a standard action. Exiting the box is a move action. The creature gains the benefits of the Transformation and Improved Transformation feats, but may not choose to dismiss their transformation form nor suppress the granted traits. This effect is instantaneous, though the transmogrifier may be used to return the creature to its original state. The transmogrifier is normally just large enough for 1 Medium-sized creature, but will automatically resize to accommodate creatures of greater than Medium size.

Destruction
The transmogrifier loses all power if willingly cast away by a child who has used it at least once a year for 3 or more years.

Twin Caskets

Aura moderate Warp; CL 6th
Slot —; Price 6,000 (for a pair) gp; Weight 15 lbs. (each).
Description
Made in pairs, these caskets are spatially linked. So long as a set of caskets are on the same plane, the contents of the caskets can be swapped by speaking a command word. Only inanimate objects can be transferred this way. Each casket can be used once per day.

A casket can hold 1 cubic ft. of material, and is typically fitted with a lock.
Construction Requirements
Craft Wondrous Item, Warp sphere, Teleport Beacon, Teleport Object; Cost 3,000 gp


Major Artifacts

Divine Notebook

Aura overwhelming Creation and Enhancement; CL 22
Slot none; Weight 8 lbs.
Description
The divine notebook is an artist’s sketchbook of unremarkable appearance, but upon close inspection it is revealed to be of unsurpassed quality. It stands 3 ft. by 2 ft. in size with hundreds of pages, which replenish themselves if removed.

The divine notebook is unknown to most, and even fewer believe it to truly exist; it has a long and sordid history which is kept closely guarded by many bardic colleges that wish to keep its true history unknown to the world, for fear it might fall into hands other than their own. For those who know what to look for, however, the notebook appears over and over again throughout the ages as it passed from one creator to another. If an artist draws a semblance of any living creature in the notebook, be it humanoid, plant, animal, monster, or a wholly unique creation, upon completion the artist gains a permanent negative level and the drawn creature immediately steps out of the notebook, a fully-realized living being.

If the created organism is a tree or similar object, it simply exists as a normal creature of its kind. If the created creature is intelligent, it appears knowing one language the creator speaks and possesses general knowledge for its creature type and age; it can speak, dress, play, fight, and perform other tasks, although it possesses no personal knowledge such as a name or memories. An exception to this is if the artist draws a portrait of specific creature, as detailed below. The creator can choose the alignment of the created creature, and while the created creature is under no bounds to obey its creator, it spawns with an attitude of helpful towards its creator (thus it may very well perform actions to please its creator, but if not treated well it might turn against them).

When drawing in the notebook, the artist must make a Craft (art) check, an Artistry check (if using background skills), or some other skill check the GM deems appropriate. The total Hit Dice of the created target determines the DC of the check, the cost of required inks, charcoals, and paints, as well as the time required to create the image. It is possible to have many partially-finished images in the notebook at one time.

Table: Created Creature
Hit Dice/Levels1 DC Materials Fee Crafting Time
1/2 10 2 cp 5 minutes
1 15 5 gp 20 minutes
2 20 10 gp 1 hour
3 25 25 gp 3 hours
4 30 50 gp 8 hours (1 day)
+12 +5 +50 gp +1 day

1: Trees, small animals with less than 1 Hit Dice, and level 1 commoners count as possessing 1/2 a Hit Dice. For higher levels, NPC classes count as their level -1 for determining their effective Hit Dice, while commoners count as their level -2 for determining their effective Hit Dice.

2: Every +1 added to the created creature’s Hit Dice above 4 increases the
target DC, materials cost, and crafting time by the listed amount. The
effects are cumulative.

At the end of the required time, the creator makes a check. If they pass the target DC, the desired creature is created. If they fail to meet the target DC, the created creature is created, but possesses one of the following flaws, chosen randomly. For every 5 points by which the check failed to meet the target DC, the created creature gains another flaw. If the same flaw is gained twice, reroll unless the flaw states it may be gained multiple times.

Table: Created Creature Flaws
d8 Flaw
1 The created creature’s alignment is the exact opposite of intended. If true neutral was the intended alignment, It becomes either LG, CG, CE, or LE, determined randomly.
2 The created creature gains two permanent negative levels that cannot be removed by any means. If this would kill the creature, the creature is not created. This flaw may be gained multiple times. The effects are cumulative.
3 The created creature is born with an irrational hatred of the one who created it; it begins with an attitude of hostile towards its creator.
4 The created creature is soulless; the creature possess no skill points or feats, and always refers to itself in the 3rd person.
5 The created creature is malformed in some way; it gains a -10 penalty to one attribute, determined randomly. If this would reduce the attribute to 0, the creature is not created. This flaw may be gained multiple times. Each time it is gained, roll another random attribute; rolling the same attribute multiple times increases the penalty to that attribute cumulatively.
6 The created creature cannot handle that it is a creation and falls into a permanent existential crisis. If it is given any orders or requests from its creator, it will either obey, refuse to obey, perform the opposite of the order or request, or attempt to flee (chosen randomly).
7 The created creature is missing body parts; it loses a limb, chosen randomly. This flaw may be gained multiple times. The effects are cumulative.
8 The created creature is mentally unstable; it is permanently confused.

Portraits: It is possible to create a portrait of a specific creature; to do so, the creator must reliably know what the target looks like and the DC, cost, and time must reflect the target’s actual levels/Hit Dice. Additionally, the DC is increased by 10, which is reduced to 5 if the target can be easily seen during the creation process, or 0 if the target poses for the drawing. If successful, the created creature is a duplicate of the intended creature possessing its memories and abilities, but its alignment is chosen by the creator as normal. The created creature is aware it is a copy and still begins helpful to the creator, unless flaws dictate otherwise (a portrait creature suffering an existential crisis believes it is the original creature and will do its best to return to its ‘normal’ life).

Destruction
The divine notebook is destroyed if it is used to successfully draw a portrait of a god.


Wiki Items

The following items were created by the Wiki or by members of community using the crafting rules provided by Spheres of Power.

Cradle of the Marauder [Wiki]

Aura faint War; CL 4th
Slot none; Price 4,800 gp; Weight 1 lb.
Description
This metal frame suspends five small steel balls in a line. Three times per day, the wielder can pick up and drop a ball at the end of the line as a standard action, causing the balls of the cradle to knock back and forth. When activated in this manner, the cradle generates a pool of 4 momentum points and remains activate for 4 minutes or until the pool is emptied, whichever comes first. Any ally within 30 ft. of the cradle may spend a point of momentum to move 5 ft. as a free action. These movements provoke attacks of opportunity normally and may be taken between attacks.
Construction Requirements
Craft Wondrous Item, War sphere, Marauding Momentum; Cost 2,400 gp

Holy Hand Grenade [Wiki]

Aura strong Destruction; CL 12th
Slot none; Price 33,600 gp; Weight 1 lb.
Description
This sphere is composed of a strange white metal covered in gold inlays. Once per day, a good-aligned character can speak a prayer to their deity (as a command word) and hurl the Holy Hand Grenade up to 55 feet. Afterwards, the Holy Hand Grenade explodes for 12d6 sacred damage (Reflex DC 16 halves) in a 20-foot radius. Sacred damage comes from attacks that are heavily infused with the power of sheer good and carry this holy power over as a form of harmful energy to evil-aligned beings. Attacks that inflict sacred damage inflict an additional 50% damage to evil-aligned opponents or opponents with the [evil] subtype.
Construction Requirements
Craft Wondrous Item, Destruction sphere, Explosive Orb (blast shape), Holy Smite (blast type); Cost 16,800 gp

Tattoo of Potion Storing [Wiki]

Aura faint Life; CL 3;
Slot none; Price 3,600 gp; Weight -
Description
These tattoos come in a variety of shapes and styles and are often customized by the user and their tattoo artist. As a standard action, the bearer can store one potion or alchemical formulae within the tattoo, which captures the power within and retains it indefinitely. If storing a formulae, the formulae stored within the tattoo no longer counts against the user's maximum number of formulae prepared at one time. If another potion or formulae is added when the Tattoo of Potion Storing is already full, the old item's effect is lost and the new one replaces it. As a swift action, the bearer can mentally activate the tattoo to consume the potion or formulae and gain its effects; the effects only apply to the bearer of the tattoo, even if they could normally be spread to other allies. After activating this tattoo, the user must rest for 8 hours before another potion or formulae can be added; the tattoo needs time to cleanse itself of lingering energies. A character may have up to two of these tattoos inked into their skin. The tattoo appears bright and colorful while it contains a potion or formulae, but dull and faded when nothing is contained within.
Construction Requirements
Craft Wondrous Item; Life sphere, Self-Renewal, Water of Life; Cost 1,800 gp

Velocious Vambraces [Wiki]

Aura faint Warp; CL 3rd;
Slot Wrists; Weight 1 lbs.;
Scaling Wonder; Price 3,600 gp

These dark, brown leather bracers are stylized with faint, golden scrollwork reminiscent of flames on their outer surface. The scrollwork gently glows when they aren't worn but the glow fades quickly as they are donned.

6th Level – 3,600 gp: The wearer may use Warp 1/day at medium range at CL 3rd.
7th Level – 7,200 gp: The wearer gains access to Extradimensional Storage within the bracers equal to 30 lbs., accessible as a swift action.
8th Level – 14,400 gp: The wearer is gains the feat Dimensional Agility as long as they wear the bracers.
9th Level – 27,000 gp: The wearer may now use Warp with Quick Teleport and all spheres/talents are at CL 5th. Extradimensional Storage is now 50 lbs.
10th Level – 37,000 gp: The wearer may use Warp 2/day now.
11th Level – 44,000 gp: The wearer may use Emergency Teleport at the cost of uses of Warp.
12th Level – 52,000 gp: The wearer gains the feat Dimensional Assault as long as they wear the bracers.
13th Level – 76,000 gp: The wearer may now use Warp with Unseeing Teleport and all spheres/talents are at CL 7th. Extradimensional Storage is now 70 lbs.
14th Level – 95,600 gp: The wearer may use Warp 3/day now.
15th Level – 104,000 gp: The wearer may use Plane Manipulator at the cost of uses of Warp.
16th Level – 113,000 gp: The wearer gains the feat Dimensional Dervish as long as they wear the bracers.
17th Level – 158,600 gp: Any use of Warp is now up to long range and all spheres/talents are at CL 9th. Extradimensional Storage is now 90 lbs.
18th Level – 191,000 gp: The wearer may use Warp 4/day now.
19th Level – 201,000 gp: The wearer gains the feat Dimensional Maneuvers as long as they wear the bracers.
20th Level – 243,400 gp: The wearer may use Warp at will now. The wearer also gains the feat Dimensional Savant as long as they wear the bracers.

Construction Requirements
Craft Rod, Craft Wondrous Item, Warp Sphere, Distant Teleport, Emergency Teleport, Extradimensional Storage, Plane Manipulator, Quick Teleport, Unseeing Teleport, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Maneuvers, Dimensional Savant; Cost 121,700 gp


Spheres of Power by Drop Dead Studios
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Feats
Admixture Anathema Chance Combat
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