Old Charms

A creature with the Forge Charm feat knows how to add permanent enhancements and effects to an item, such that whoever wears or uses that item gains that bonus for as long as they are wearing or using that item.

Charms were previously described as Rings in Spheres of Power, but have since been updated to a new type of item. Charms are normally made with the Forge Charm feat, but can also be made with the Forge Ring feat if you aren't using the new crafting feats.


Academy Uniform

Price 10 gp; Slot body; CL 1st;
Weight —; Aura faint Creation and Divination; Scaling bauble
This woolen scholar’s outfit is true blue in color, and shifts in length and shape depending upon who attempts to don it so to best accommodate the creature’s anatomy. For example, a fenghaung may find it transform into a vest of sorts that will not impede its flight, whereas if an awakened serpent were to don the outfit, it would become a form fitting tube. As the outfit becomes attuned to the wearer over the passage of time, the outfit begins to make slight alterations such as changing the robe’s color, texture, etc. to better match the form and disposition of its owner.
5th Level – 525 gp: While wearing the outfit, the creature gains a +2 competence bonus to all Spellcraft checks, and a +1 competence bonus to any End of Week Test (and any other appropriate event at GM’s discretion).
9th Level – 2,300 gp: While wearing the outfit, the creature also gains a +2 competence bonus to all Knowledge checks and may make any Knowledge check untrained.
13th Level – 7,000 gp: The competence bonus to Spellcraft checks increases to +4, and the competence bonus to any End of Week Test increase to +3.
17th Level – 20,500 gp: The competence bonus to Knowledge checks increases to +6, and the wearer may take 10 on any Knowledge check even if stress and distractions would normally prevent the creature from doing so. Construction Requirements
Cost 10,250 gp; Feats Forge Charm; Spells Creation sphere, Divination sphere, Discern Individual

Alabaster Gloves

Aura strong Life; Caster Level 12th
Slot Hands; Price 40,000 gp; Weight
Description
These white gloves channel and focus positive energy along strands of gold weaved into them. Whenever the wearer uses a sphere ability or supernatural ability that manipulates positive energy and either heals hit points or does damage, the amount of hit points or damage is increased by +10.
Construction Requirements
Forge Ring, Life sphere; Cost 20,000 gp

Amulet of Emotional Weather

Aura Moderate weather; CL 10th; Slot neck; Price 45,000 gp; Weight 1 lbs.
Description
The amulet of emotional weather is a beautiful piece crafted from clear diamonds of multiple sizes. However, depending on the wearer’s mood, they can change color to blue (sad), red (angry), green (happy), or yellow (scared). The amulet of emotional weather is considered a cursed item, and cannot be taken off except with the aid of magic such as the Break Enchantment talent from the Life sphere.

The emotional state of the wearer of an amulet of emotional weather becomes reflected in the weather around them. This is considered a casting of control weather with a caster level of 10; the weather within 200 ft. of the wearer will change at a rate of 1 severity level per round as normal, until it reaches severity level 5 in the determined category.

If the wearer feels particularly sad, the weather around them becomes rain severity 5. If they feel particularly angry, the weather becomes heat severity level 5. If they feel particularly happy, the weather becomes wind severity 5, and if they feel particularly scared, the weather becomes cold severity 5.

The exact nature of what constitutes a strong emotion is determined by both the player and the GM; if the player says a particular situation would make his character feel happy this would trigger the amulet, and if the GM notes that the character is behaving particularly sad, they might note the amulet has activated. Other situations, such as magic or conditions that alter emotions, would also trigger the amulet; if the character is subject to an effect that renders them shaken, frightened, or panicked, this counts as being scared, while being under a mind-altering effect that grants a morale bonus would count as being happy. Spells such as overwhelming grief would count as being sad, while the rage class feature or the eliciter’s touch of rage power would count as being angry.

A character can create an emotional state inside themselves to fool the amulet by making a DC 20 Perform (acting) check as a move action. In all other cases, the GM is the final arbiter of what constitutes feeling a respective emotion when such things are in dispute.
Construction Requirements
Forge Ring, Weather sphere, Severe Weather; Cost 22,500 gp

Clear Gem

Aura moderate Life; Caster Level 8th
Slot Slotless; Price 75,000 gp; Weight
Description
This small, oval gem fits easily into a pocket, and refracts light as if it were a diamond. Whenever a positive energy healing effect occurs within 60 ft. of the bearer, they benefit as if they had been targeted by an identical effect. The original targets of the healing effect still benefit. It has been suggested by some that powerful undead may create a corresponding opaque gem which would give the same effect for negative energy.
Construction Requirements
Forge Ring, Life sphere; Cost 37,500 gp

Collar of Impressment

Aura faint Mind; Caster Level 5th
Slot neck; Price 20,000 gp; Weight 1 lb.

Description
This collar was originally a mistake, an attempt at boosting morale that resulted in cursed mind-control. Those without scruples found uses for such a thing, and the collar of impressment was copied and refined into its current form.

A collar of impressment may be attuned to a creature that possesses the Leadership sphere as a standard action. Once attuned, any creature that dons it must immediately succeed on a Will save against the attuned creature’s Leadership DC or be forced to serve the attuned creature as a cohort per the recruit ability. This collar may be placed on a pinned creature with a successful grapple check. Otherwise the creature must be willing or helpless.

The attuned creature must have sufficient recruit Hit Dice available (releasing others as normal to make room if desired) and cannot recruit a creature with more Hit Dice than his own. If the attuned creature cannot recruit the wearer, the collar can be removed. Otherwise, the collar acts as a cursed item and can only be removed by methods that remove cursed items. If the wearer succeeds on their saving throw, they must make a new saving throw every 24 hours until the collar is removed. Creatures recruited by this item serve the attuned creature loyally for as long as the collar is worn, but receive a new Will save if ordered to do anything suicidal or fundamentally against their nature. This is a mind-affecting compulsion effect.

Construction Requirements
Forge Ring, Mind sphere and Command or Leadership sphere and Draft; Cost 10,000 gp

Constellation Belt

Aura Faint transmutation; CL 5th
Slot Belt; Price 2,000 gp; Weight 1 lb
When you wear this belt, you store inanimate objects in the air, where they slowly orbit around you until you pick them up again. When you drop an item you are holding you may choose to store it in orbit around you. You may retrieve an object in orbit as a free action. You may only store one object of Small size or smaller in orbit, or a number of smaller objects whose total size category is Small or less. If you possess the Orbit talent the capacity of your Orbit increases by one small sized object.
Construction Requirements
Forge Ring, Telekinesis Sphere, Orbit

Dimlight Veil

Aura faint evocation; CL 5th
Slot head; Price 1,500; Weight -
Description
A dimlight veil cuts the glare of light and the sun, shielding the eyes. The wearer is immune the dazzled condition, and suffer no ill-effects from light sensitivity. In addition, the wearer gains a +2 bonus on saving throws against light effects.
Construction Requirements
Forge Ring, Light Sphere; Cost 750 gp

Forger’s Gloves

Aura moderate Creation; CL 10th
Slot hands; Price 75,000 gp; Weight -
Description
These leather workman gloves perpetually look dirty, no matter how well they’re cleaned. While worn, these gloves provide the wearer with the ability to forge metal with a touch, as the Forge creation talent. The target also gains a +10 competence bonus to all Craft checks made involving metal objects.
Construction Requirements
Forge Ring, Craft Rod, Creation Sphere; Cost 37,500 gp

Gloves of Air Mastery

Aura faint Destruction; CL 5th;
Slot hands; Price 4,000 gp (lesser), 16,000 (greater); Weight
Description
The wearer is treated as having the Improved Bullrush (lesser) or the Improved Bull Rush and Greater Bull Rush (greater) feats for the purposes of using the air blast talent. Both gloves must be worn for the magic to be effective. The feat’s bonus to CMD applies continuously while the gloves are worn.
Construction Requirements
Forge Ring, Destruction sphere, Air Blast talent; Cost 2,000 gp (lesser), 8,000 gp (greater)

Gloves of Unseen Grip

Aura Moderate transmutation; CL 8th
Slot Hands; Price 8,000 gp; Weight 1 lb
The wearer of these gloves improves the strength and grip of their telekinesis. Add a +2 bonus on their CMB and CMD checks when they use the Telekinetic Maneuver or Steal talents.
Construction Requirements
Forge Ring, Telekinesis Sphere, Forceful Telekinesis, Telekinetic Maneuver

Intensifying Gloves

Aura faint Destruction; CL 5th;
Slot hands; Price 4,000 gp (lesser), 16,000 (greater); Weight
Description
Each pair of intensifying gloves are attuned to a single energy type, either acid, cold, fire, electric, negative energy, or sonic damage. The wearer’s destructive blasts ignore either 5 points (lesser) or 10 points (greater) of energy resistance to that type. Both gloves must be worn for the magic to be effective.
Construction Requirements
Forge Ring, Destruction sphere, blast type talent matching the chosen energy type; Cost 2,000 gp (lesser), 8,000 gp (greater)

Ironside Ring

Aura moderate Enhancement, Alteration; CL 8th
Slot ring; Price 40,000 gp; Weight -
Description
This ring is carved from cold iron, and gives its wearer a sense of unbreakable stability. The wearer of the ring gains a +4 enhancement bonus to their Constitution, a +2 natural armor bonus, and a +4 enhancement bonus to their CMD.
Construction Requirements
Forge Ring, Enhancement Sphere, Alteration Sphere, Cost 20,000 gp

Messenger Whistle

Aura faint Mind; Caster Level 3rd
Slot neck; Price 5,000 gp; Weight -

Description
This golden whistle is finely crafted and includes a chain for wearing it around one’s neck, but produces no audible note. A creature that possesses the Messengers talent may attune this item by wearing it for 8 hours. Afterwards, any time it is blown as a move action, any messengers serving that creature can perceive it if they are within 1 mile. No information is inherently conveyed, but codes may be established to convey particular orders.

Construction Requirements
Forge Ring, Mind sphere and Project Thoughts; Cost 2,500 gp

Moorland Runner Ghillies [High. HB]

Price 150 gp; Slot feet; CL 2nd; Weight 2 lbs.; Aura moderate Nature; Scaling prize

These leather highland dancing shoes allow those wearing them to pass through swamp terrain without leaving a trail, making tracking impossible (though they may leave a trail if they so choose).

  • 3rd Level – 450 gp: A character wearing the moorland runner ghillies gain a +2 competence bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks. These competence bonuses only apply when the character is in swamp terrain.
  • 8th Level – 4,900 gp: The competence bonus increases to +4. In addition, a character wearing the moorland runner ghillies do not have their movement hindered from non-magical difficult terrain in swamps.
  • 13th Level – 21,000 gp: The competence bonus increases to +6. In addition, a character wearing the moorland runner ghillies gain a +2 bonus on saving throws against poison and disease.
  • 18th Level – 79,500 gp: The competence bonus increases to +8. In addition, a character wearing the moorland runner ghillies gain immunity to poison and disease, and are no longer impeded by magical difficult terrain in swamps.

Cost 39,750 gp; Feats Forge Charm; Spells Nature sphere, creator must have the favored terrain class feature

Remnant of Courage

Aura faint War; CL 10;
Slot slotless; Price 2,250 gp; Weight .1 pounds
Description
Each remnant is small piece of metal or fabric fastened to the neck, shirt or wrist. Each has its own history, and many pieces are debris from the armor and uniforms of fallen heroes. Each remnant has an associated rally, which the wearer can use on an ally within 30 ft., but not on their self. A single user can not activate more than one remnant in a single 24 hour period, and each remnant can only be used once per 24 hour period.
Construction Requirements
Forge Ring, War sphere; Cost 1,175 gp

Ring of Clarity

Aura faint Mind; CL 5
Slot ring; Price 2,500 gp; Weight -
Description
This crystal ring is actually somewhat difficult to see. A DC 20 Perception check is required to notice it on someone’s finger. Once per day, it allows the wearer to take 10 on a concentration check, even if they are threatened. When used, the ring turns opaque grey-pink until it is ready to be used again.
Construction Requirements
Forge Charm; Cost 1,250 gp

Ring of Force Armor

Aura faint Protection; CL 4th
Slot Ring; Price 6,400 gp; Weight -
Description
Twice per day, this ring may be activated to create a suit of armor made of force on the wearer. The suit remains for 4 hours per activation. The wearer must, as part of activation of the ring, make a Craft (armor) skill check, DC 10 + AC bonus of the armor (maximum +9). Armor created with this ring functions as standard armor (possessing the same armor check penalty and maximum Dexterity bonus) except that its AC bonus also applies against attacks made by incorporeal creatures. Failing the skill check results in the daily usage being wasted with no effect. Source: The Abjurer's Handbook
Construction Requirements
Craft Wondrous Item, Protection sphere, Cost 3,200 gp

Ring of Potential Realized

Aura strong Fate; CL 12
Slot ring; Price 75,000 gp; Weight -
Description
This ring looks like a simple piece of common iron until slipped onto the finger. Once there, it transmutes to a beautiful ring of precious metal with rare stones that reflect light in impossible ways. its appearance changing depending on who is wearing it.

The ring remains inactive until worn for 24 hours, and remains inactive if the wearer is already wearing a similar ring. When the wearer recovers spell points, the wearer gains additional spell points equal to their casting ability modifier. If the ring is taken off during the day, these points are lost (the bonus spell points from this ring are always the last points spent).

In addition, once per day the wearer can cast a spell that ignores all limitations placed on them by their casting traditions: a skilled caster does not need to make a check, a prepared caster can cast a spell spontaneously (giving up assigned spell points or other spells to do so), a focus caster can cast without their focus, and so forth.
Construction Requirements
Forge Charm; Cost 37,500 gp

Ring of Skilled Casting

Aura faint Fate; CL 8
Slot ring; Price 30,000 gp; Weight -
Description
This heavy brass ring is usually worn on the creature’s middle (or largest) finger. Whenever the wearer casts a spell that uses a metamagic feat, they may reduce the cost of one metamagic feat by 1 spell point (minimum 0). Other metamagic cost-reducing abilities do not stack with this one.
Construction Requirements
Forge Charm; Cost 15,000 gp

Skimmer

Aura Moderate transmutation; CL 11th
Slot -; Price 8,000 gp; Weight 5 lbs
This oval disc is just large enough for a Medium size creature to stand on comfortably, and hovers above the ground when its command word is spoken. While standing on a skimmer you can move at your normal land speed, but may hover up to 5 ft above the ground. You ignore difficult terrain and can also move over liquid surfaces as if they were solid while hovering. In addition, you may make a DC 20 Acrobatics check when you move with a skimmer to improve your move speed by 10 ft. Failure by five or more means you fall off the skimmer and are prone. A skimmer can only support a Medium sized load or smaller - it will not hover when loaded heavier.
Construction Requirements
Forge Ring, Telekinesis Sphere

Targeting Monocle

Aura faint Destruction; CL 5th;
Slot eyes; Price 8,000 gp (lesser) Weight
Description
This monocle is worn over one eye, magically analyzing and highlighting the weaknesses of the wearer’s enemies. The wearer’s destructive blasts gain the benefit of the keen weapon property.
Construction Requirements
Forge Ring, Destruction sphere, deadly targeting or improved critical feat; Cost 4,000 gp

Taskmind

Aura Moderate transmutation; CL 11th
Slot Headband; Price 16,000 gp; Weight -
A taskmind can take many different forms, but generally provides a structure seated around the head that amplifies mental powers and allows the wearer to multitask more effectively. A wearer with the Divided Mind talent gains a +4 bonus to caster level when determining the number of items she can lift at once and the combined size she can simultaneously lift (though this does not increase the maximum sized object you can lift: a taskmind might allow you to lift two medium objects, but not one Large object).
Construction Requirements
Forge Ring, Telekinesis Sphere, Divided Mind

Umbral Mantle

Price 1,500 gp; Slot shoulders; CL 3rd; Weight 1/2 lb.; Aura moderate Dark; Scaling wonder
This silk cloak seems to fade in and out of the light and grants the wearer a +1 resistance bonus to saving throws.
5th Level – 3,500 gp: The wearer may, as a move action, activate the umbral mantle to enshroud himself in darkness, gaining concealment (20% miss chance) for a single round. The wearer may activate the umbral mantle as an immediate action by spending a spell point, in which case the effects last for 1 minute. Creatures capable of seeing in pure darkness (such as from the Clearsight (meld) talent from the Dark sphere, or with the see in darkness ability) are not subject to this miss chance.
7th Level – 7,000 gp: The umbral mantle now grants a +2 resistance bonus to saving throws.
8th Level – 8,500 gp: The umbral mantle when activated grants a 30% miss chance for a single round.
9th Level – 13,500 gp: The umbral mantle now grants a +3 resistance bonus to saving throws.
10th Level – 15,000 gp: The umbral mantle when activated grants a 40% miss chance for a single round.
11th Level – 22,000 gp: The umbral mantle now grants a +4 resistance bonus to saving throws.
12th Level – 32,500 gp: The umbral mantle now grants a +5 resistance bonus to saving throws. When the umbral mantle is activated, it instead grants total concealment (50% miss chance) for a single round.
Construction Requirements
Cost 16,250 gp; Feats Forge Charm; Spells Dark sphere

Vest of Shape Stabilization

Aura moderate alteration; CL 6th
Slot body; Price 8,000 gp Weight 1 lb.
Description
Each vest is attuned to one form talent when created. Any shapeshift effect applying that form talent to the wearer lasts an additional two rounds without concentration and gains a +2 bonus to MSD versus dispelling effects.
Construction Requirements
Forge Ring, Alteration Sphere, Lingering Transformation, creator must possess the form talent to be attuned; Cost 4,000 gp


Radiant Tattoos

These tattoos are created from a magical, shining ink that radiates light even from under the skin. No matter the pattern or type of tattoo, radiant tattoos shed normal light in a radius of up to 20 ft. (called the primary radius for the purpose of tattoo effects), and increase the light level by one step to a maximum of normal at an equal range. The bearer of a radiant tattoo can choose the radius at which they shed light within the maximum length freely as a free action, even turning it off entirely (or turning it back on). The shape of a tattoo and the color of its light (or multiple colors) are chosen when it is made, but these details may vary even between tattoos of the same effect.

A tattoo is a slotless, weightless item, but a single creature can possess no more than three radiant tattoos.

Dancing Tattoo

Aura moderate Evocation; CL 6th;
Slot none; Price 7,000 gp; Weight -
Description
Often worn by performers, a dancing tattoo normally takes some sinuous shape like a snake or ribbon, and is often multicolored. As part of making a Perform (act) or Perform (dance) check, you may hypnotise anyone in the primary radius of your light who can also see your performance, causing them to gain the fascinated condition for the duration of the performance. Performing this way takes a full-round action each round it lasts. Affected creatures do nothing but sit quietly and watch your performance, and take a -4 penalty to Perception checks. Each creature affected by this may make a Will save (DC 10 + 1/2 your ranks in perform + Cha modifier) on each of their turns to throw off this effect. Obvious threats and hostile actions automatically breaks the effect. A successful save provides immunity to your dancing tattoo for 24 hours.
Construction Requirements
Forge Ring, Light sphere, Hypnotic Pattern; Cost 3,500 gp

Icon Tattoo

Aura moderate Evocation; CL 10th;
Slot none; Price 10,000 gp; Weight -
Description
An icon tattoo often takes the form of a holy symbol or religious imagery, with coloration appropriate to the image or deity. This tattoo can be designed to count as a holy symbol and divine focus for characters that require one (such as characters with the Focus Casting drawback). In addition, all allies within the primary radius of your light gain a +1 morale bonus on all saving throws.
Construction Requirements
Forge Ring, Light sphere, Beacon of Hope; Cost 5,000 gp

Inquiry Tattoo

Aura faint Evocation; CL 5th;
Slot none; Price 3,000 gp; Weight -
Description
Inquiry tattoos are most commonly eyes, and stark shades of white and black are frequently used for the light they cast. The light of an inquiry tattoo casts unusual shadows whose movements give clues as to how a creature is feeling and what it is thinking. You gain +4 circumstance bonus on Sense Motive checks against any creature in the primary radius of your light.
Construction Requirements
Forge Ring, Divination sphere, Light sphere; Cost 1,500 gp

Lantern Tattoo

Aura faint Evocation; CL 1st;
Slot none; Price 1,500 gp; Weight -
Description
A lantern tattoo is frequently of celestial objects such as the sun, moon or stars, or sometimes of torches or lighthouses. All shades of yellow and white are normally selected for its coloration and glow. A lantern tattoo grants you greater control over the light it sheds, allowing you to focus it into a cone of up to 40 ft., or a line of up to 80 ft. as a free action instead of shedding light in all directions.
Construction Requirements
Forge Ring, Light sphere, Beam, Illuminate; Cost 750 gp

Sanguine Tattoo

Aura moderate Evocation; CL 8th;
Slot none; Price 9,000 gp; Weight -
Description
A sanguine tattoo generally depicts scenes of battle and conquest, or of blood and bones; often its light is a shade of red, or sometimes ivory or gray. It grants you a +4 competence bonus to Intimidate checks so long as the tattoo is shedding any amount of light. In addition, you may attempt to demoralize an enemy within the primary radius of your light as a move action.
Construction Requirements
Forge Ring, Light sphere; Cost 4,500 gp

Serene Tattoo

Aura moderate Evocation; CL 10th;
Slot none; Price 24,000 gp; Weight -
Description
A serene tattoo typically uses imagery of water or nature, favoring soft blues and greens in its coloring. So long as your serene tattoo sheds any amount of light, it grants you a +4 competence bonus to Diplomacy checks. In addition, allies in the primary radius of your light have any fear, confusion, or rage conditions suppressed so long as they remain in the primary radius of your light.
Construction Requirements
Forge Ring, Light sphere, Beacon of Hope; Cost 12,000 gp


Wiki Items

The following items were created by the Wiki or by members of the community using the item creation rules in Spheres of Power. They are intended to serve both as an example of item creation and as a collection of items you can use in your game.

Aegis Ring [Wiki]

Aura faint (+1), moderate (+2/+3), or strong (+4/+5) Protection; CL 3rd (+1), 6th (+2), 9th (+3), 12th (+4), or 15th (+5)
Slot ring; Price 2,000 gp (+1), 8,000gp (+2), 18,000 (+3), 32,000 (+4), or 50,000 (+5); Weight -
Description
Extremely popular among adventurers for its protective qualities, this smooth iron ring is decorated with the symbol of a suit of armor on one side and a shield on the other. When worn, an Aegis Ring provides a +1 to +5 deflection bonus to AC.
Construction Requirements
Forge Ring, Protection Sphere, Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), or 25,000 gp (+5)

Belt of Avian Speed +2 [Wiki]

Aura weak Enhancement; CL 4th
Slot belt; Price 4,000; Weight 2 lbs.
Description
This leather belt is decorated with symbols of swift birds. While worn, it grants a +2 enhancement bonus to Dexterity. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Construction Requirements
Forge Ring, Enhancement Sphere, Physical Enhancement (enhance) Cost 2,000 gp

Belt of Avian Speed +4 [Wiki]

Aura moderate Enhancement; CL 8th
Slot belt; Price 16,000; Weight 2 lbs.
Description
This iron chain belt is decorated with symbols of swift birds. While worn, it grants a +4 enhancement bonus to Dexterity. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Construction Requirements
Forge Ring, Enhancement Sphere, Physical Enhancement (enhance) Cost 8,000 gp

Belt of Avian Speed +6 [Wiki]

Aura strong Enhancement; CL 12th
Slot belt; Price 36,000; Weight 2 lbs.
Description
This belt made of woven threads of starmetal is decorated with symbols of swift birds. While worn, it grants a +6 enhancement bonus to Dexterity. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Construction Requirements
Forge Ring, Enhancement Sphere, Physical Enhancement (enhance) Cost 18,000 gp

Belt of Mountains +2 [Wiki]

Aura weak Enhancement; CL 4th
Slot belt; Price 4,000; Weight 2 lbs.
Description
This leather belt is decorated with symbols of mountains. While worn, it grants a +2 enhancement bonus to Constitution. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Construction Requirements
Forge Ring, Enhancement Sphere, Physical Enhancement (enhance) Cost 2,000 gp

Belt of Mountains +4 [Wiki]

Aura moderate Enhancement; CL 8th
Slot belt; Price 16,000; Weight 2 lbs.
Description
This iron chain belt is decorated with symbols of city walls. While worn, it grants a +4 enhancement bonus to Constitution. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Construction Requirements
Forge Ring, Enhancement Sphere, Physical Enhancement (enhance) Cost 8,000 gp

Belt of Mountains +6 [Wiki]

Aura strong Enhancement; CL 12th
Slot belt; Price 36,000; Weight 2 lbs.
Description
This belt made of woven threads of starmetal is decorated with symbols of mountains. While worn, it grants a +6 enhancement bonus to Constitution. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Construction Requirements
Forge Ring, Enhancement Sphere, Physical Enhancement (enhance) Cost 18,000 gp

Belt of Wild Might +2 [Wiki]

Aura weak Enhancement; CL 4th
Slot belt; Price 4,000; Weight 2 lbs.
Description
This leather belt is decorated with symbols of powerful beasts. While worn, it grants a +2 enhancement bonus to Strength. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Construction Requirements
Forge Ring, Enhancement Sphere, Physical Enhancement (enhance) Cost 2,000 gp

Belt of Wild Might +4 [Wiki]

Aura moderate Enhancement; CL 8th
Slot belt; Price 16,000; Weight 2 lbs.
Description
This iron chain belt is decorated with symbols of powerful beasts. While worn, it grants a +4 enhancement bonus to Strength. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Construction Requirements
Forge Ring, Enhancement Sphere, Physical Enhancement (enhance) Cost 8,000 gp

Belt of Wild Might +6 [Wiki]

Aura strong Enhancement; CL 12th
Slot belt; Price 36,000; Weight 2 lbs.
Description
This belt made of woven threads of starmetal is decorated with symbols of powerful beasts. While worn, it grants a +6 enhancement bonus to Strength. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Construction Requirements
Forge Ring, Enhancement Sphere, Physical Enhancement (enhance) Cost 18,000 gp

Cape of Resistance [Wiki]

Aura faint Protection (+1), moderate Protection (+2/+3), or strong Protection (+4/+5) ; CL 3rd (+1), 6th (+2), 9th (+3), 12th (+4), or 15th (+5)
Slot shoulders; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), or 25,000 gp (+5); Weight 1 lb.
Description
This well-made cape offers a +1 to +5 Resistance Bonus to all saving throws, chosen when the cape is woven. While simple in design, their protective qualities make them a favored garment among adventurers.
Construction Requirements
Forge Ring, Protection Sphere, Resistance (aegis) Cost 500 gp (+1), 2,000 gp (+2), 4,500 gp (+3), 8,000 gp (+4), or 12,500 gp (+5)

Energy Resisting Ring, Minor [Wiki]

Aura faint Protection; CL 1st
Slot ring; Price 5,000 gp; Weight -
Description
Despite their simplicity, these iron rings are favored by people traveling into dangerous environments or who know they'll be fighting certain types of foes. While worn, this metal ring grants Resist 10 to Fire, Cold, Electricity, Acid, or Sonic damage, with the type of damage it resists chosen when the ring is forged.
Construction Requirements
Forge Ring, Protection Sphere, Energy Resistance (ward, aegis) Cost 2,500 gp

Energy Resisting Ring, Moderate [Wiki]

Aura moderate Protection; CL 10th
Slot ring; Price 20,000; Weight -
Description
Somewhat rarer than the Minor Energy Resisting Ring, this decorated iron ring faintly pulses with power. While worn, this ring grants Resist 20 to Fire, Cold, Electricity, Acid, or Sonic damage, with the type of damage it resists chosen when the ring is forged.
Construction Requirements
Forge Ring, Protection Sphere, Energy Resistance (ward, aegis) Cost 10,000 gp

Energy Resisting Ring, Major [Wiki]

Aura strong Protection; CL 20th
Slot ring; Price 45,000; Weight -
Description
These ornate, exquisitely decorated metal rings offer protection from all but the most dangerous spells and environments - and are much rarer than either the minor or moderate versions. While worn, a Major Energy Resisting Ring grants Resist 30 to Fire, Cold, Electricity, Acid, or Sonic damage, with the type of damage it resists chosen when the ring is forged.
Construction Requirements
Forge Ring, Protection Sphere, Energy Resistance (ward, aegis) Cost 22,500 gp

Headband of Alluring Magnetism +2 [Wiki]

Aura weak Enhancement; CL 4th
Slot headband; Price 4,000; Weight 2 lbs.
Description
This cloth headband is designed to rest comfortably around the head. While worn, it grants a +2 enhancement bonus to Charisma. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.
Construction Requirements
Forge Ring, Enhancement Sphere, Mental Enhancement (enhance) Cost 2,000 gp

Headband of Alluring Magnetism +4 [Wiki]

Aura moderate Enhancement; CL 8th
Slot headband; Price 16,000; Weight 2 lbs.
Description
This silver circlet is exquisitely made. While worn, it grants a +4 enhancement bonus to Charisma. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.
Construction Requirements
Forge Ring, Enhancement Sphere, Mental Enhancement (enhance) Cost 8,000 gp

Headband of Alluring Magnetism +6 [Wiki]

Aura strong Enhancement; CL 12th
Slot headband; Price 36,000; Weight 2 lbs.
Description
This golden circlet is a work of art in its own right. While worn, it grants a +6 enhancement bonus to Charisma. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Construction Requirements
Forge Ring, Enhancement Sphere, Mental Enhancement (enhance) Cost 18,000 gp

Headband of Genius +2 [Wiki]

Aura weak Enhancement; CL 4th
Slot headband; Price 4,000; Weight 2 lbs.
Description
This cloth headband is designed to rest comfortably around the head. While worn, it grants a +2 enhancement bonus to Intelligence. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.
Construction Requirements
Forge Ring, Enhancement Sphere, Mental Enhancement (enhance) Cost 2,000 gp

Headband of Genius +4 [Wiki]

Aura moderate Enhancement; CL 8th
Slot headband; Price 16,000; Weight 2 lbs.
Description
This silver circlet fits well on any head, seeming to adjust itself to the wearer. While worn, it grants a +4 enhancement bonus to Intelligence. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.
Construction Requirements
Forge Ring, Enhancement Sphere, Mental Enhancement (enhance) Cost 8,000 gp

Headband of Genius +6 [Wiki]

Aura strong Enhancement; CL 12th
Slot headband; Price 36,000; Weight 2 lbs.
Description
This golden circlet is decorated with gems that help to channel its power. While worn, it grants a +6 enhancement bonus to Intelligence. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Construction Requirements
Forge Ring, Enhancement Sphere, Mental Enhancement (enhance) Cost 18,000 gp

Headband of Sages +2 [Wiki]

Aura weak Enhancement; CL 4th
Slot headband; Price 4,000; Weight 2 lbs.
Description
This cloth headband is designed to rest comfortably around the head. While worn, it grants a +2 enhancement bonus to Wisdom. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.
Construction Requirements
Forge Ring, Enhancement Sphere, Mental Enhancement (enhance) Cost 2,000 gp

Headband of Sages +4 [Wiki]

Aura moderate Enhancement; CL 8th
Slot headband; Price 16,000; Weight 2 lbs.
Description
This cloth headband is woven of finer thread than its lesser version. While worn, it grants a +4 enhancement bonus to Wisdom. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.
Construction Requirements
Forge Ring, Enhancement Sphere, Mental Enhancement (enhance) Cost 8,000 gp

Headband of Sages +6 [Wiki]

Aura strong Enhancement; CL 12th
Slot headband; Price 36,000; Weight 2 lbs.
Description
This headband is woven with golden threads and rests comfortably on any head. While worn, it grants a +6 enhancement bonus to Wisdom. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Construction Requirements
Forge Ring, Enhancement Sphere, Mental Enhancement (enhance) Cost 18,000 gp

Talisman of Spell Resistance [Wiki]

Aura faint Protection; CL 5th
Slot neck; Price 30,000; Weight 2 lbs.
Description
This talisman features a five-pointed silver star surrounded by a circle of gold. In the center of the star is one of many magic runes. While worn, this talisman gives the wearer Spell Resistance 15. The Talisman of Spell Resistance sheds light as a torch for one round whenever it successfully blocks a spell; the wearer can prevent it from doing so by speaking a command word, and it will not light up through this effect until the command word is spoken again. The user may speak a different command word to cause the talisman to shed (or stop shedding) light as a candle.
Construction Requirements
Forge Ring, Protection Sphere, Spell Ward (ward, aegis) Cost 15,000 gp

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