Just as a weapon can grant enhancement bonuses to its wielder’s attack and damage rolls, an implement of power serves as a focus for magical power, adding enhancement bonuses to its wielder’s caster level with a particular sphere. These bonuses are always enhancement bonuses, and therefore multiple implements benefiting the same sphere do not stack. These bonuses only apply to the wielder themselves; this bonus does not apply to wands nor other magic items they might be using. Implements of Death and Conjuration do not increase the number or statistics of undead or companions; instead, such implements grant circumstance bonuses to attack rolls and skill checks for controlled companions and undead.
Just like a magical weapon, an implement of power has its cost calculated according to its maximum bonus; an implement of power grants an enhancement bonus from +1 to +5, with a total possible bonus of +10. Just like a magic weapon, an implement costs 2,000 gp x (total bonus) squared.
An implement uses the crafter’s MSB rather than their caster level when determining the maximum caster level implement they can create. The item’s caster level must be at least 3x the enhancement bonus granted by the implement. If the implement has other magical enchantments placed upon it, use the highest caster level. An implement must have at least a +1 enhancement bonus to have any other implement special abilities.
Aside from other special abilities, Implements can also provide access to specific talents or grant their bonus to one or more additional spheres.
Implements were previously described as Staves in Spheres of Power, but have since been updated to a new type of equipment. Any reference in special abilities that refers to staves also refers to implements. They are normally made with the Craft Implement of Power feat, but can also be made with the Craft Staff feat if you aren't using the new crafting feats.
Note: Implements cannot be used to meet caster level prerequisites. If a talent has prerequisites, the user or the staff must have access to all prerequisites to use that talent.
Table: Implement PricingBonus Equivalent | Base Price (gp) |
---|---|
+1 | 2,000 |
+2 | 8,000 |
+3 | 18,000 |
+4 | 32,000 |
+5 | 50,000 |
+6 | 72,000 |
+7 | 98,000 |
+8 | 128,000 |
+9 | 162,000 |
+10 | 200,000 |
New Implements
Blaster’s Bracers
Aura moderate Destruction; CL 6th;
Slot wrists; Price 8,000 gp Weight 1 lb.
Description
Each pair of blaster’s bracers are imbued with one blast shape talent when created. The wearer may treat this talent as a talent known while wearing the bracers. Both bracers must be worn to have any effect and they require a 24 hour attunement period before use.
Construction Requirements
Craft Staff, Destruction sphere, creator must possess the talent to be granted; Cost 4,000 gp
Energy Grapple
Aura moderate Destruction; CL 9th;
Slot wrists; Price 16,000 gp Weight 1 lb.
Description
These bracers have a projection point just under the wearer’s palms, allowing them to grab strands of coherent energy. While wearing the energy grapple, the wearer gains access to the Energy Tether blast shape talent and the Tether Adept feat. If the Energy Tether talent is already possessed, the wearer instead gains the Bounding Tether mystic combat ability, even if possessing no kinetic scourge levels. If both the Energy Grapple talent and the Tether Adept feat are possessed, the wearer gains the Bounding Tether and Dual Tether mystic combat abilities.
Construction Requirements
Craft Staff, Destruction sphere, Energy Tether, Tether Adept feat, mystic combat class feature; Cost 8,000 gp
Ghost Staff
Aura moderate Death; CL 10th
Slot none; Price 50,000 gp; Weight 5 lbs.
Description
This +3 death staff also contains the Project Spirit advanced Death talent.
Construction Requirements
Craft Staff, Death Sphere, Project Spirit; Cost 25,000 gp
Hidden Blade
Aura moderate, Illusion; CL 10th
Slot none; Price 49,000 gp; Weight 5 lbs.
Description
This +3 glamered longsword also functions as a +3 illusion staff.
Construction Requirements
Craft Magical Weapons and Armor, Craft Staff, Craft Rod, Illusion Sphere, masterwork longsword; Cost 24,500 gp
Master of Creative Arts
Aura strong Creation; CL 15th; Slot hands; Price 50,000 gp; Weight 0.5 lbs
Description
The master of creative arts is a metallic glove-like object that covers the fingers with several rings attached to each other by chains. When worn, the glove functions as a +1 Creation staff, and grants the wearer the Forge and Exquisite Detail talents.
Construction Requirements
Craft Implement of Power, Creation sphere, Exquisite Detail, Forge; Cost 25,000 gp
Staff of Great Control
Aura faint Conjuration and Death; CL 12th; Slot none; Price 32,000 gp; Weight -
Description
The staff of great control is carved from cherrywood and is adorned with a perfectly-preserved human skull at the top. This staff grants the user a +2 enhancement bonus to caster level with the Conjuration and Death spheres. Enhancement bonuses to Conjuration and Death do not increase the strength of summoned companions or the maximum HD of undead you can reanimate, but will instead grant the enhancement bonus as a circumstance bonus to attack rolls and skill checks. In the case of the staff of great control, this bonus also applies to saving throws and damage rolls made by the wielder’s conjured companions and controlled undead.
Construction Requirements
Craft Implement of Power, Conjuration sphere, Death sphere, Time sphere; Cost 16,000 gp
Staff of Sands and Storms
Price 200,000 gp; Aura Strong weather; CL 20th; Weight 100 lbs.
Description
This staff is carved from ancient wood, petrified with age until it is almost stone. The staff itself is supernaturally heavy; simply holding it and carrying it can be incredibly difficult. For those who can bear its weight and speak its command word, however, they find that an entire worlds-worth of energy appears to be stored within it.
The staff of sands and storms is a +5 Weather staff in any hands, but it also holds up to 10 charges within it; the staff can be recharged at a rate of one charge per day by a caster holding it and spending a spell point. As a standard action its wielder can speak a command word to expend one charge, tapping into and unleashing the writhing energy stored inside the staff. Upon doing so, the staff unleashes a 1,200 ft. cone of severity level 7 weather of either Wind, Rain, Cold, or Heat (wielder’s choice), which persists for 20 rounds. This weather is not considered created by the wielder’s control weather, and cannot be combined with talents such as Storm Lord that add effects to the wielder’s created weather. However, this extreme weather counts as a use of control weather with a caster level and MSB of 20 and an MSD of 31 for the purposes of battling for control with another caster.
A staff of sands and storms can be used for a retributive strike, requiring it to be broken by its wielder as a standard action. (This purposeful breaking does not require a Strength check) The weather within 1,200 ft. of the staff becomes severity level 7 wind, rain, and either cold or hot (50% chance of either) for 1 hour, and all creatures and objects within 2 squares of the broken staff take an amount of lightning damage equal to 20 x the number of charges in the staff. Creatures and objects 3 or 4 squares away take an amount of electricity damage equal to 15 x the number of charges, and those 5 or 6 squares away take an amount of electricity damage equal to 10 x the number of charges. All those affected can make DC 17 Reflex saves to reduce the damage by half.
The character breaking the staff has a 50% chance of traveling to another plane of existence (01—50 on a d%), but if she does not, the explosive release of spell energy instantly destroys her. Only certain items, including the staff of the magi and the staff of power, are capable of being used for a retributive strike.
Construction Requirements
Craft Staves, Weather sphere, Wind Lord, Cold Lord, Heat Lord, Rain Lord; Cost 100,000 gp.
Staff of the Snide Servant
Aura moderate Conjuration; CL 9th; Slot none; Price 18,000 gp; Weight 5 lbs.
Description
This +1 conjuration staff contains a single invisible servant inside it that can be summoned as a standard action. This servant has an indefinite duration, and can be called and dismissed (also a standard action) as much as desired. The servant is a companion from the Conjuration sphere with no (form) talents and indeed cannot gain any. The invisible servant will perform services for the wielder of the staff, but it refuses to fight and will dismiss itself if ever asked to perform any dangerous task (fighting, stealing, or other such behaviors). Additionally, the invisible servant has a terrible attitude, and will subtly mock and insult the wielder of the staff at every opportunity.
Construction Requirements
Craft Implement of Power, Conjuration sphere, Illusion sphere, Invisibility; Cost 9,000 gp
New Implement Special Abilities
The following special abilities can be applied to implements.
Abjuring
While wielding this staff, the caster may spend a spell point as an immediate action to grant spell resistance to himself and all friendly creatures within 30 ft. against a single spell or sphere ability. The resistance then ends. The value of this spell resistance is equal to the Protection caster level of the wielder + 10. Source: The Abjurer's Handbook
Construction Requirements: Craft Staff, Protection sphere; Price +3 bonus
Aggressive
This property may only be applied to staves which give a caster level bonus to spells from the War sphere.
The bearer and all allies within 30 ft. gain an insight bonus to initiative equal to the staff’s enhancement bonus.
Moderate enchantment; CL 8th; Craft Staff, War sphere; Price +1 bonus
Aiming
Aura faint Divination; CL 5
Slot implement; Price +1 bonus; Weight -
Description
When using a sphere effect from a sphere to which this implement grants its enhancement bonus, you may apply the implement’s enhancement bonus to any attack and damage rolls granted by the sphere effect.
Construction Requirements
Craft Implement of Power
Alerting
This property may only be applied to staves which give a caster level bonus to spells from the War sphere.
Whenever you roll initiative, you may spend a spell point to allow allies within 30 ft. to use your initiative count (if it is higher than their own). You still act before them, and others use their original initiative order to settle the tie.
Strong enchantment; CL 15th; Craft Staff, War sphere; Price +3 bonus
Attendant
This enchantment can be applied to any handheld magic item, including weapons, shields, or staves.
An attendant item springs to hand when you send for it. As a swift action you can call for an attendant item, and if it is within 50 ft it attempts to leaps to your hand. If it is currently held by another creature or trapped or bound in some way it fails to arrive, though it can extricate itself from a backpack or sheathe. You must possess an attendant item for at least 24 hours before you can use this function.
Faint transmutation; CL: 5th; Craft Wondrous Item, Telekinesis Sphere, Call to Hand; Price: +1,000 gp
Capacitance
You may cast sphere effects into this staff, storing them for a short time before discharging them simultaneously. This casting spends any spell points required at the time it is performed. You may cast sphere effects into the staff with total spell point cost not exceeding the staff’s enhancement bonus and total caster level not exceed three times your caster level (use the highest caster level for the effects stored if you have multiple caster levels). Once an effect is cast into the staff, it dissipates harmlessly after 1 minute. All stored effects may be released as a 1 round action, choosing targets for each stored effect individually within the parameters of that effect.
Faint time; Craft Staff, Time sphere; Price +2 bonus
Carved
This property may only be applied to staves which give a caster level bonus to spells from the War sphere.
This staff has been enchanted to conduct primal energies through channels engraved in it. The caster may use a swift action to move any totem they own within long range so that it is centered at their current location.
Moderate enchantment; CL 6th; Craft Staff, War sphere; Price +1 bonus
Equitable
This ability can only be applied to a staff that grants a bonus to the Life sphere.
This staff can be used to remove a condition that the bearer can not normally restore, provided a basic Life talent exists that can perform the function. The staff may be used this way a maximum number of times per day equal to the caster level bonus it grants. The bearer must still pay the spell point cost of the ability.
Moderate enchantment; CL 6th; Craft Staff, Life sphere; Price +1 bonus
Erudite
Aura faint Divination; CL 5
Slot implement; Price +4,000 gp; Weight -
Description
While using this implement, the caster may apply its enhancement bonus to certain skills, determined by what sphere(s) the implement normally applies an enhancement bonus to. If the implement has multiple spheres, then more skills might be affected. The skills affected (by sphere) are:
Sphere | Associated Skills |
---|---|
Alteration | Disguise and Survival |
Conjuration | Handle Animal and Ride |
Creation | Craft (any) and Knowledge (engineering) |
Dark | Knowledge (dungeoneering) and Stealth |
Death | Knowledge (planes) and Knowledge (religion) |
Destruction | Intimidate and Knowledge (engineering) |
Divination | Perception and Sense Motive |
Enhancement | Spellcraft and Use Magic Device |
Fate | Knowledge (arcana) and Knowledge (history) |
Illusion | Bluff and Disguise |
Life | Heal and Knowledge (religion) |
Light | Knowledge (geography) and Perception |
Mind | Diplomacy and Sense Motive |
Nature | Knowledge (nature) and Survival |
Protection | Escape Artist and Survival |
Telekinesis | Fly and Sleight of Hand |
Time | Knowledge (history) and Knowledge (nobility) |
War | Diplomacy and Intimidate |
Warp | Knowledge (geography) and Knowledge (planes) |
Weather | Fly and Knowledge (nature) |
Construction Requirements
Craft Implement of Power
Exacting
Aura faint Divination; CL 5
Slot implement; Price +12,000 gp; Weight -
Description
If this implement is used to cast a spell which is a ranged attack or ranged touch attack from a sphere to which it applies its enhancement bonus, the caster does not take the standard -4 penalty for attacking an opponent engaged in melee.
Construction Requirements
Craft Implement of Power
Flinging
This special ability can only be placed on a staff of the telekinesis sphere.
When you use a lifted object as a Bludgeon, it gains your staff’s enhancement bonus as an enhancement bonus to attack and damage.
Faint transmutation; CL: 5th; Craft Staff, Telekinesis Sphere; Price: +1 Bonus
Girding
This Protection staff gives its wielder a circumstance bonus to AC equal to its enhancement bonus while it is being held. Source: The Abjurer's Handbook
Construction Requirements: Craft Staff, Protection sphere; Price +2 bonus
Magic Talent
Any caster wielding the staff gains access to a magic talent contained within the staff. If this talent is a (form) Conjuration talent, it may be applied to any companion the caster summons, but no more than one creature at any given time. To contain an advanced talent, a staff needs a minimum caster level equal to that talent’s prerequisite caster level, and must contain all of that talent’s prerequisite talents. A staff may gain this special quality multiple times.
Cost: +2 bonus
Prerequisite: The crafter must have access to the magic talent to be included, either on their own or through another caster. The talent must belong to the staff’s base sphere. A caster wielding the staff counts as possessing that magic talent when meeting the prerequisites for creating other magic items.
Meditation
When casting a spell or sphere effect to which the staff’s enhancement bonus applies, the wielder adds twice the staff’s enhancement bonus as an enhancement bonus to concentration checks relating to that spell or sphere effect.
Construction Requirements: Craft Staff, Mind sphere, the Powerful Charm talent; Price: +2000 gp
Mesmerism
While wielding a staff with this benefit, a caster with access to the Mind sphere gains access to a gaze attack capable of affecting creatures within close range.
At first this gaze attack does nothing apart from making others who meet your gaze feel unsettled (an effect that those with the Subtlety talent may suppress if they choose). This effect can be suppressed or resumed as a free action. The gaze attack’s effect can shift to be that of any lesser or greater charm from the Mind sphere that the staff’s wielder possesses as a talent; shifting the gaze to a lesser charm can be done indefinitely (though it doesn’t change the fact that a creature can only be affected by any given caster’s lesser charms once per day).
Shifting the gaze attack to a greater charm costs 1 spell point, and the effect lasts for 1 round per point of casting ability modifier (at which point the wielder must either pay another spell point, shift to a different ability, or end the ability as a free action).
Construction Requirements: Craft Staff, Mind sphere, the Group Charm talent, the Project Thoughts talent; Price: +3 bonus
Second Sphere
The staff provides an enhancement bonus to a sphere other than its base sphere, chosen when this special quality is gained. This benefit may be taken up to 5 times. The effects stack.
Cost: +1 bonus
Prerequisite: The crafter must have access to the sphere to be enhanced, either on their own or through another caster.
Sunset
This special ability may only be placed on a staff of the Light sphere. When the wielder of a staff with this property causes one of their glow effects to shed bright light by concentrating on it, they may choose for that bright light to persist one round after they stop concentrating on it.
If the wielder of this staff also possesses the Lingering Glow talent, the effects stack, allowing bright light to persist for three rounds after they stop concentrating on it.
Faint evocation; CL: 4th; Craft Staff, Light sphere, Lingering Glow; Price: +1 Bonus
Sustaining
This special ability can only be placed on a staff of the telekinesis sphere.
You may delegate a telekinetic effect to a sustaining staff. This effect works like the Sustained Force use of telekinesis, except that you do not need to spend a spell point, and your staff may only sustain a single effect at a time. If you delegate concentration to your staff while it is already sustaining a telekinetic effect, the previous effect ceases and all lifted objects are released.
Moderate transmutation; CL: 8th; Craft Staff, Telekinesis Sphere; Price: +2 Bonus
Vital
This ability can only be applied to a staff that grants a bonus to the Life sphere.
The bearer of this staff and all creatures within 60 ft. receive a bonus to their saving throws equal to its enhancement bonus against the Death sphere, negative energy, and death effects. The bearer of this staff gain the benefits of the Counterspell feat, which may only be used to counter or dispel Death sphere abilities. Those wielding the staff may add the staves enhancement bonus to their magic skill bonus when using the staff this way.
Weak enchantment; CL 4th; Craft Staff, Life sphere, Counterspell; Price +2 bonus
Wand Chambered
Aura faint Enhancement; CL 5
Slot implement; Price +1,000 gp; Weight -
Description
This implement may absorb a single wand of a sphere to which its enhancement bonus applies as a standard action. The wand may also be removed as a standard action. While absorbed, the implement’s wielder is treated as wielding this wand and the implement’s enhancement bonus applies to the wand’s caster level. This only applies to implements that are wielded; pieces of equipment or slotless items given implement enchantments cannot gain this benefit.
Construction Requirements
Craft Implement of Power
Watchful
This property may only be applied to staves which give a caster level bonus to spells from the War sphere.
With this staff, you may rally an ally (but not yourself) as a free action once per round. You may take this action even when it is not your turn, but not while you are unable to use immediate actions. You must pay the normal spell point costs required by the rally.
Moderate enchantment; CL 10th; Craft Staff, War sphere; Price +2 bonus
Wellspring
This ability can only be applied to a staff that grants a bonus to the Life sphere.
When the bearer of this staff uses a cure effect, they may tap into the reserve of this staff and add extra points to the cure. A maximum of 20 hit points per +1 caster level bonus of the staff per day can be provided by the staff, and can be delivered in any combination of cure effects. These extra hit points return over night.
Moderate enchantment; CL 8th; Craft Staff, Life sphere, Fount of Life; Price +1 bonus