Spell Engines [Wands]
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Craft Spell Engine allows a creature to create spell-trigger items, known as spell engines, which casters can use as if they were their own sphere abilities. A creature must possess a spell engine’s base sphere, or else must activate the spell engine through the Use Magic Device skill.

The most common form of spell engine is the wand; a thin baton designed to be held in the hand. While spell engines, like many magic items, can be made in profoundly different shapes, some items and equipment (such as a wand bracer or a wand turret) only works for spell engines of that particular shape. A spell engine contains a limited amount of casting ability, which can be activated by the one wielding the spell engine as a standard action, as if the magic were their own. A spell engine possesses a base sphere, a caster level, and a small pool of spell points. The spell engine uses its own caster level and spell points to fuel its casting ability; under normal circumstances, a caster cannot spend their own spell points or use their own caster level when activating a spell engine. If a spell engine’s effects call for a saving throw, the DC is equal to 10 + 1/2 the item’s caster level.

Once per day, a caster whose caster level is at least equal to the spell engine’s caster level may spend one of their spell points to restore 1 spell point to the spell engine. A spell engine may only have one spell point per day restored in this fashion, regardless of how many casters attempt to do so.

Spell engines are normally made with the Craft Spell Engine feat, but can also be made with the Craft Wand feat if you are not using the new crafting feats.

Apprentice’s First Wand [TS]

Aura faint Destruction; CL 2nd; SP 1
Slot none; Price 1,000 gp; Weight 2 lbs.
Damage 1d6 (2d6) nonlethal

This slender wooden spell engine contains the Destruction sphere and the Gale Blast talent, as well as the Energy Focus (Gale Blast) drawback. This spell engine is often given to apprentices to help them practice their magic and control; since it only deals nonlethal damage and can trip targets, it is frequently the weapon of choice in amateur spell duels. While it normally deals 1d6 nonlethal damage, the user can spend the single spell point it can hold to increase this damage to 2d6 nonlethal.

Construction Requirements
Craft Spell Engine, Destruction sphere (Gale Blast (blast type)); Cost 500 gp

Basic Wand [TS]

Aura faint any; CL 2nd; SP 1
Slot none; Price 1,000 gp; Weight 2 lbs.

Basic wands are among the simplest forms of spell engine available and grant access to any one sphere at CL 2nd; spheres with package choices only have one of these packages. Most of these spell engines are referred to by the sphere they contain, such as basic destruction wand, but shopkeepers have been known to give them fancier names (like “Boomstick” or “Wallhopper”) in an effort to help them sell better. While still a little too expensive for most first-time adventurers, these are often put up on display for people who come in with pockets flush from their first big haul of treasure. Basic Destruction, Protection, Telekinesis, and Warp spell engines are particularly popular. Spell engines normally require knowledge of the base sphere to use, and anyone who knows a basic sphere probably does not need this item, so activating a basic wand typically requires a DC 20 Use Magic Device check.

Construction Requirements
Craft Spell Engine, any one sphere; Cost 500 gp

Cadaver Converter [TS]

Aura moderate Death; CL 10th; SP 1
Slot none; Price 25,000 gp; Weight 2 lbs.
Damage 5d6 (SP: 10d6) + other effects; Range close (50 ft.), then 20-ft. burst

Cadaver converters are limited spell engines that cannot use the basic effects of either the Death or Destruction spheres, despite their contributions to the creation of this item. Instead, when used, the cadaver converter can target one corpse in range that is capable of being made into a skeleton or a zombie (or is a corporeal mindless undead under your control) and make it explode, dealing the effect of the (blast type) talent contained within this spell engine to all creatures within 20 feet of the targeted corpse. If the talent does not allow for another saving throw, creatures may attempt a DC 15 Reflex save to avoid this explosion. cadaver converters can be made with any (blast type) talent that does not cost a spell point, and any corpse destroyed in this manner cannot be reanimated again or targeted by another corpse-exploding effect.

Construction Requirements
Craft Spell Engine, Corpse Explosion (dual sphere), Death sphere (Corpse Bomb), Destruction sphere (any (blast type) talent); Cost 12,500 gp

Chattergem [TS]

Aura faint Mind; CL 2nd
Slot head; Price 1,000 gp (normal), 4,000 gp (greater); Weight 1/10 lb.

Chattergems are Mind spell engines with the Project Thoughts charm and the Empath drawback, and they often take the form of simple half-circles with a gem in the center designed to be worn on one ear. These tools are especially popular among thieves who, while not magically- inclined, often know enough about using magic items to activate them consistently. Regular chattergems have a range of 30 feet, but greater chattergems exist (at a price of 4,000 gp) and can reach 140 feet instead, making them more popular for groups who need to coordinate over longer distances.

Construction Requirements
Craft Spell Engine, Mind sphere (Project Thoughts (charm)); Cost 500 gp (normal), 2,000 gp (greater)

Corpse Party [TS]

Aura moderate Death; CL 6th; SP 2
Slot none; Price 9,000 gp; Weight 2 lbs.
Range close (40 ft.), Duration 6 minutes

The corpse party is a popular tool among new necromancers, giving them the ability to instantly reanimate up to 12 Hit Dice worth of creatures in close range. Though only usable once before it needs to be recharged, it offers emergency help in a pinch for a necromancer who is otherwise low on minions. This wand does not provide any ghost strikes.

Construction Requirements
Craft Spell Engine, Death sphere (Greater Reanimate, Mass Reanimate [mass]), Necromantic Limit (reanimate) drawback); Cost 4,500 gp

Corpse Party, Greater [TS]

Aura moderate Death; CL 8th; SP 2
Slot none; Price 16,000 gp; Weight 2 lbs.
Range close (45 ft.), Duration 8 hours

The greater corpse party is a more powerful version of the lesser version often used by apprentices. In addition to being able to raise up to 16 Hit Dice of undead in one sweeping motion, this wand also allows the undead to linger for up to 8 hours, making for a far more useful set of minions. This wand does not provide any ghost strikes.

Construction Requirements
Craft Spell Engine, Death sphere (Greater Reanimate, Lingering Necromancy, Mass Reanimate [mass]), Necromantic Limit (reanimate) drawback); Cost 8,000 gp

Dungeoneer’s Box

Aura faint Divination; CL 8th
Slot none; Price 16,000 gp; Weight 0.5 lbs.

Description
This peculiar box has a small screen with a mechanical dial, which is powered by magic. This device may be activated by spending one of its two spell points, which will grant one of the following benefits, each of which have a duration of eight hours:

  • Grant those holding the device the ability to read magic, as per the Divination sphere ability.
  • Grant those holding the device a free Perception check to notice traps and hazards when they are within 10 feet of them, be they mechanical (trip wires, dart throwers, etc.), magical (rune spells, sigils, etc.), or natural (quicksand, pit falls, etc.). This does not give the wielder insight into disabling such traps or hazards.
  • Grant those holding the device a +4 bonus to Disable Device and Perception checks related to traps. In addition, those holding the device may disable traps as a rogue.

Construction Requirements
Craft Spell Engine, Divination sphere (See Hazard (sense), Trapfinding (sense)); Cost 8,000 gp

Firefighter’s Wand [TS]

Aura faint Dark; CL 4th; SP 1
Slot none; Price 4,000 gp; Weight 2 lbs.
Range up to a 20-ft. sphere centered within 140 ft.

Firefighter’s wands are usually made of a fire-resistant metal and have instructions carefully carved into the side. These spell engines possess the Dark sphere and the Extinguish talent. When used, a firefighter’s wand can put out any nonmagical light sources within its area of effect, including fires and many chemical reactions. While too expensive for most small settlements, larger cities often stock several of these spell engines and have firefighting crews use them to create rolling, overlapping areas of darkness and quickly extinguish even large fires.

Adventurers occasionally buy or borrow these spell engines to put out fires in enemy campsites before sneaking up on them. Firefighters rarely concentrate to maintain the effect, preferring instead to create new areas of darkness and help extinguish fires as quickly as possible.

Construction Requirements
Craft Spell Engine, Dark sphere (Extinguish); Cost 2,000 gp

Horn of the Fallen Bastion

Aura moderate Destruction; CL 8th
Slot none; Price 16,000 gp; Weight 5 lb.

Description
A curled ram’s horn fitted with a mouthpiece, inlaid in silver with a scene of a crumbling castle as it is overrun. Sounding the horn creates a wave of destruction, pulverizing anything in its way. The horn functions as a caster level 6th spell engine of Destruction with the Shattering Blast and Sculpt Blast talents as well as the Energy Focus (sonic) drawback and a spell point capacity of 2.

Construction Requirements
Craft Spell Engine, Destruction sphere (Sculpt Blast (blast shape), Shattering Blast (blast type, sonic)); Cost 8,000 gp

Lightening Wand [TS]

Aura moderate Enhancement; CL 6th; SP 3
Slot none; Price 9,000 gp; Weight 2 lbs.
Range 40 ft.

Lightening wands are popular with construction crews and wealthy individuals who like how easy they make redecorating. These spell engines contain the Enhancement sphere and the Lighten (enhance) talent, and allow users to float objects up to Small size, make Medium items weightless, and halve the weight of Large items as long as the user concentrates. Lightening wands have three charges that can be expended to let an object remain lightened for up to six minutes without concentration. Lightening wands can also be used to provide a +2 enhancement to weapons; while most owners have no need of this effect, construction crews occasionally enhance tools like pickaxes to make them harder and less likely to blunt during use.

Construction Requirements
Craft Spell Engine, Enhancement sphere (Lighten (enhance)); Cost 4,500 gp

Pocket Dimension [TS]

Aura moderate Warp; CL 6th; SP 1
Slot none; Price 9,000 gp; Weight 2 lbs.
Capacity 60 lbs.

Pocket dimensions are small spell engines that come in various shapes, which are often paired together with portable rooms. Each of these items provides access to a small extradimensional space capable of holding up to 150 pounds of non-living material from which the user can place or withdraw objects as a move action, or as a swift action by expending the single spell point these wands normally have.

Construction Requirements
Craft Spell Engine, Warp sphere (Extradimensional Storage (space) x2); Cost 4,500 gp

Pocket Dimension, Greater [TS]

Aura strong Warp; CL 12th; SP 4
Slot none; Price 36,000 gp; Weight 2 lbs.
Capacity 300 lbs.

Greater pocket dimensions are like regular pocket dimensions, but can hold up to 300 pounds of non-living material. These items are relatively rare because most people find it more cost-effective to just buy two of the regular versions instead, so owners of these greater versions either do not care about the cost or need to store something that weighs more than 150 pounds. More than one adventurer has accidentally crushed something they care about by blindly emptying a greater pocket dimension.

Construction Requirements
Craft Spell Engine, Warp sphere (Extradimensional Storage (space) x2); Cost 18,000 gp

Portable Room [TS]

Aura moderate Warp; CL 6th; SP 1
Slot none; Price 9,000 gp; Weight 2 lbs.
Size six 10-ft. cubes, DC 13

Portable rooms are attuned to objects known as keys, though these keys can take any form and paranoid crafters often make them from items nobody else would think of checking. When these keys are activated, they create a door beyond which is an interior made of six 10-foot cubes (usually in a 3x2 grid, although other formations exist, with the design chosen when the portable room is made), and the room remains without the need for concentration as long as the key bearer holds the key and remains inside the room. The key bearer may also spend a spell point to make it last for 6 rounds without concentration. Unlike their more-famous hole-shaped cousins, portable rooms do not continue holding items once finished, but enterprising owners often pair them with pocket dimensions that can hold bedrolls, food, and other supplies. Owners who have access to Extradimensional Storage (often through said pocket dimensions) may withdraw any number of items from that Extradimensional Storage and place them on any stable surface in the room when it is created, and may return those items to the Extradimensional Storage when the room expires or is dispelled. Finally, portable rooms produce enough air and water to support the creatures inside, and can maintain one tiny-sized fire without fuel. Waste material (such as wastewater from bathing or smoke from cooking) dissipates through the sides of the portable room to maintain a safe environment.

Wealthy adventurers often purchase keyhomes instead, which are noticeably more expensive but also larger than portable rooms (and do not need attached pocket dimensions).

Construction Requirements
Craft Spell Engine, World In Miniature, Nature sphere (Limited Nature drawback), Warp sphere (Extradimensional Room (space) x2, Bender drawback); Cost 4,500 gp

Railway Gun [TS]

Aura strong Destruction; CL 20th; SP 9
Slot none; Price 170,000 gp; Weight 1,350 tons
Damage 10d4 (SP: 20d4) sonic; Range special (25,000 ft.)

The railway gun is an enormous metal structure, about 155 feet long, 23 feet wide, and 38 feet high, from which extends a long, movable metal barrel. The railway gun can travel along pre-laid tracks (such as those suitable for trains) at 120 feet per round, or overland at 24 miles per hour. Some are built to move off of tracks. This weapon requires the presence of magic to move, but does not otherwise require fuel. As a Destruction spell engine, the railway gun possesses the Calamity (blast shape), Explosive Orb (blast shape), Extended Range (2x), Extreme Range, Gather Energy, and Shattering Blast (blast type) talents, as well as the Extended Casting (2x), Energy Focus (sonic), and Shape Focus (Explosive Orb) drawbacks.

When fired, the railway gun can target a 5-foot square within its range, spend one spell point to target a circular burst with a radius of up to 30 feet, or spend two spell points to target a circular burst with a radius of 75 feet. This blast deals sonic damage, does full damage to objects, and ignores up to 10 points of hardness. The railway gun normally takes a full-round action to fire, but can extend its activation time to 1 minute to reduce its spell point cost by one. Creators - normally countries who have the budget to invest in such weapons of war - often look for ways of further increasing the range of a railway gun in order to maximize its war potential.

Construction Requirements
Craft Spell Engine, Destruction sphere (Calamity (advanced, blast shape), Explosive Orb (blast shape), Extended Range, Extreme Range (advanced), Gather Energy, Shattering Blast (blast type)); Cost 85,000 gp

Shattering Wand [TS]

Aura faint Destruction; CL 6th; SP 3
Slot none; Price 9,000 gp; Weight 2 lbs.
Damage 3d4 (SP: 6d4) sonic; Range close (40 ft.)

This spell engine looks like a flute at first glance, but when wielded, it unleashes a dangerous blast of sonic energy. Shattering wands contain the Destruction sphere, the Shattering Blast talent, and the Energy Focus (Shattering Blast) drawback. Its blast does full damage to objects and ignores up to 3 hardness. Determined users often use Shattering wands to blow through thin walls and other barriers.

Construction Requirements
Craft Spell Engine, Destruction sphere (Shattering Blast (blast type)); Cost 4,500 gp

Talisman of the Ancestor’s Might [TS]

Aura moderate Enhancement; CL 8th; SP 3
Slot none; Price 16,000 gp; Weight 2 lbs.
Range 45 ft.

This bone talisman is usually carved from the skull of an ancestor and is worn around the neck, though it must be held when used. The talisman of the ancestor’s might acts as a spell engine of Enhancement with the Deep Enhancement, Mass Enhancement, and Physical Enhancement (enhance) talents, as well as the Bodily Enhancement drawback. Though capable of bestowing the blessing of the ancestors upon any target to improve some aspect of their physical abilities for as long as the user concentrates, the real power of this talisman comes in its ability to simultaneously bless up to 5 creatures for 80 minutes by expending all three of the spell points contained within. It must be recharged over three days after to regain its full potency, but that’s something most users are willing to accept. It can also be used for lesser effect by either targeting fewer creatures or targeting a large group while maintaining concentration. Any creature enhanced by the talisman of the ancestor’s might is surrounded by ghostly forms faintly recognizable as their ancestors (or, for creatures without ancestors, the ancestors of the caster).

These talismans are often crafted by tribes that live far from the cities, using looted treasures to provide the magic needed for their shamans to channel power into the talisman over the course of several weeks. Some tribes take years or even generations to create a single talisman, but possession of one is considered a major asset among the tribes and a sign of special favor from those who came before.

Construction Requirements
Craft Spell Engine, Enhancement sphere (Deep Enhancement, Mass Enhancement [mass], Physical Enhancement (enhance), Bodily Enhancement drawback); Cost 8,000 gp

Talisman of the Ancestor’s Will [TS]

Aura moderate Enhancement; CL 8th; SP 3
Slot none; Price 16,000 gp; Weight 2 lbs.
Range 45 ft.

As the talisman of the ancestor’s might, but with Mental Enhancement (enhance) instead of Physical Enhancement (enhance). These talismans are usually created by more intellectual and magic-focused tribes.

Construction Requirements
Craft Spell Engine, Enhancement sphere (Deep Enhancement, Mass Enhancement [mass], Mental Enhancement (enhance), Bodily Enhancement drawback); Cost 8,000 gp

Totem Wand [TS]

Aura faint War; CL 4th; SP 1
Slot none; Price 4,000 gp; Weight 2 lbs.
Range 60-ft. radius, centered on caster

Totem wands contain the War sphere and one additional (totem) talent, chosen when the spell engine is made. While these spell engines are not especially powerful, relaxed casters occasionally use these in lieu of actually casting their spells as a way of supporting their allies.

Construction Requirements
Craft Spell Engine, War sphere (any (totem) talent); Cost 2,000 gp

Wand of Cantrips

The handle of this mahogany wand has the words “fortune favors the bold” engraved in sylvan.
Aura faint Fallen Fey; CL 1st
Slot none; Price 500 gp; Weight 0.5 lbs.

Description
This spell engine creates random minor magical effects each time it is used, utilizing the Cantrips Wild Magic table from Wild Magic (or casts a random level 0 spell of the GM’s choice). Alternatively, the wand’s wielder may choose to spend 1 spell point from the spell engine to cast any level 0 spell (from any spell list).

Construction Requirements
Craft Spell Engine, Cantrips; Cost 250 gp

Wand of Capacity

Aura faint Divination; CL 1st; Scaling wonder
Slot none; Price 100 gp; Weight 0.5 lbs.

Description
This peculiar wand has no base sphere, but may still store 1 spell point. Once the wand has become attuned to a character (which is performed by the user expending the spell engine's spell pool completely at the rate of 1 spell point per standard action spent) of sufficient level, new abilities may unlock. A single individual may only be attuned to a single wand of capacity per 24-hour period. Wands of capacity count as spell engines and may be refilled as other spell engines created using the Spheres of Power crafting system.
3rd Level — 1,000 gp: Choose a specific sphere you possess. You may draw spell points from this wand to use the chosen sphere’s abilities as if drawing from your own spell pool. However, your caster level when using such abilities may be no higher than 3rd. When you rest to regain spell points, you may change the chosen sphere.
5th Level — 4,000 gp: The wand’s spell pool increases to be able to store a maximum of 2 spell points. However, your caster level when drawing spell points from the wand instead of your own spell pool may be no higher than 5th.
7th Level — 9,000 gp: You may choose up to two spheres you possess. You may draw spell points from this wand to use the chosen spheres’ abilities as if drawing from your own spell pool. However, your caster level with sphere talents or abilities which the wand provides spell points for may be no higher than 7th. When you rest to regain spell points, you may change the chosen spheres.
9th Level — 16,000 gp: The wand’s spell pool increases to be able to store a maximum of 3 spell points. However, your caster level with sphere talents or abilities which the wand provides spell points for may be no higher than 9th.
11th Level — 25,000 gp: You may choose up to three spheres you possess. You may draw spell points from this wand to use the chosen spheres’ abilities as if drawing from your own spell pool. However, your caster level with sphere talents or abilities which the wand provides spell points for may be no higher than 11th. When you rest to regain spell points, you may change the chosen spheres.
13th Level — 36,000 gp: The wand’s spell pool increases to be able to store a maximum of 4 spell points. However, your caster level with sphere talents or abilities which the wand provides spell points for may be no higher than 13th.
15th Level — 64,000 gp: You may choose up to four spheres you possess. You may draw spell points from this wand to use the chosen spheres’ abilities as if drawing from your own spell pool. The wand’s spell pool increases to store a maximum of 5 spell points. However, your caster level with sphere talents or abilities which the wand provides spell points for may be no higher than 15th. When you rest to regain spell points, you may change the chosen spheres.
17th Level — 120,000 gp: You may choose up to five spheres you possess. You may draw spell points from this wand to use the chosen spheres’ abilities as if drawing from your own spell pool. The wand’s spell pool increases to store a maximum of 6 spell points. However, your caster level with sphere talents or abilities which the wand provides spell points for may be no higher than 17th. When you rest to regain spell points, you may change the chosen spheres.
19th Level — 200,000 gp: You may now draw spell points from this wand to use any sphere you possess, not just the five chosen. The wand’s spell pool increases to store a maximum of 10 spell points. However, your caster level with sphere talents or abilities which the wand provided spell points for may be no higher than 19th.

Construction Requirements
Craft Spell Engine, Divination sphere (Detect Spellcaster (divine)); Cost 100,000 gp

Wand of Counterspelling

Aura faint universal; CL 5th; Scaling wonder
Slot none; Price 3000 gp; Weight 0.5 lbs.

Description
Instead of having a base sphere, this rowan wand grants its wielder the benefits of the Counterspell feat and has stored within it 2 spell points. Only spell points from the wand may be used to counter or dispel magical effects with the granted feats. In addition, when using the wand to counter or dispel magic, the wand attempts magic skill checks as if the wielder possesses a MSB of +5 (even if the wielder’s MSB would normally be higher or lower). Wands of counterspelling count as spell engines and may be refilled as other spell engines created using the Spheres of Power crafting system.
7th Level — 7,000 gp: The wand now also grants its wielder the benefits of the Counterspell Mastery feat. The wand attempts magic skill checks as if the wielder possesses a MSB of +9 (base +7 plus an additional +2 because of Counterspell Mastery). The number of spell points the wand has stored within it increases to 3.
10th Level — 18,600 gp: The wand now also grants its wielder the benefits of the Improved Counterspell feat. The wand attempts magic skill checks as if the wielder possesses a MSB of +12 (base +10 plus an additional +2 because of Counterspell Mastery). The number of spell points the wand has stored within it increases to 5.
15th Level — 72,000 gp: The wand now also grants its wielder the benefits of the Greater Counterspell feat. The wand attempts magic skill checks as if the wielder possesses a MSB of +17 (base +15 plus an additional +2 because of Counterspell Mastery). The number of spell points the wand has stored within it increases to 7.
20th Level — 250,000 gp: The wand attempts magic skill checks as if the wielder possesses a MSB of +22 (base +20 plus an additional +2 because of Counterspell Mastery) or the wielder’s own MSB, whichever is higher. The number of spell points the wand has stored within it increases to 10.

Construction Requirements
Craft Spell Engine, Counterspell, Counterspell Mastery, Greater Counterspell, Improved Counterspell; Cost 125,000 gp

Wand of Mana Siphoning

Aura faint Destruction; CL 2nd
Slot none; Price 1,000 gp; Weight 0.5 lbs.

Description
This elmwood wand has dwarven runes carved into the handle which translate to “mage anathema”. This wand of Destruction lacks the base destructive blast ability of the Destruction sphere, but is enchanted with the Mana Siphon (blast type) talent which allows wielders of the wand to make a ranged touch attack dealing 1d4 nonlethal damage. Those hit with the ray must succeed at a DC 11 Fortitude save or lose 1 spell point. Any spell points drained from a creature in this fashion are granted to the wand as temporary spell points which last for 2 rounds. Alternatively, the wand’s wielder may choose to spend 1 spell point (or a temporary spell point) from the wand to increase the nonlethal damage from 1d4 to 2d4 damage.

Construction Requirements
Craft Spell Engine, Destruction sphere (Mana Siphon (blast type, force)); Cost 500 gp

Wand of Troll’s Vigor

Aura moderate Life; CL 8th
Slot none; Price 16,000 gp; Weight 0.5 lbs.

Description
This ash wand is stained in troll’s blood, which never seems to completely dry. This spell engine of Life lacks the restore ability of the Life sphere, but wielders of the wand may spend one of its four spell points to either instantaneously heal a touched target 1d8+8 hit points or grant a touched target fast healing 1 for eight minutes. Alternatively, the wand may grant a target 8 temporary hit points (which may not exceed their maximum) for 1 hour; using the wand this way does not expend a spell point.

Construction Requirements
Craft Spell Engine, Life sphere (Revitalize); Cost 8,000 gp

Wand of Unerring Boulder

Aura moderate Destruction; CL 6th
Slot none; Price 9,000 gp; Weight 0.5 lbs.

Description
This oak wand lacquered in xorn fat is adorned with a quartz handle, which glows as a candle while possessing a charge. This spell engine of Destruction deals 3d6 bludgeoning damage as a melee or ranged touch attack. The wand is also enchanted with the Guided Strike (blast shape) and Stone Blast (blast type) talents, and holds a single spell point any of which may be used to augment the destructive blast.

Construction Requirements
Craft Spell Engine, Destruction sphere (Guided Strike (blast shape), Stone Blast (blast type, stone)); Cost 4,500 gp

Wand of Truthtelling [TS]

Aura faint Fate; CL 2nd; SP 1
Slot none; Price 1,000 gp; Weight 2 lbs.
Damage 1d4+1 nonlethal; Range 30 ft.

Wands of truthtelling are popular with interrogators, guards, and courts. These spell engines contain the Fate sphere and the Pain (word, curse) and Truth (word, curse) talents, as well as the Neutrality and Tongue Of Ages drawbacks. While mostly used to lay a magical curse on subjects to ensure they are telling the truth - and casters know if the spell does not take hold, though they can usually try again until it does - these spell engines are also capable of punishing those who try to lie by inflicting nonlethal damage.

Construction Requirements
Craft Spell Engine, Fate sphere (Pain (word, curse), Truth (word, curse)), Neutrality drawback, Tongue Of Ages drawback); Cost 500 gp

Wands of Search and Rescue [TS]

Aura faint Divination and moderate Warp; CL 2nd (Divination) and 10th (Warp); SP 1 (Divination), 2 (Warp)
Slot none; Price 26,000 gp; Weight 2 lbs.
Range sense 30 ft., teleport 50 ft.

This spell engine is actually two spell engines chained together, one of which can be held in each hand during use. The search spell engine is usually colored bright orange to make it easy to spot almost under any conditions and contains the Divination sphere with the Tremorsense and Widen Sight talents, as well as the Limited Divination (sense) and Hidden Magic drawbacks. The tremorsense lasts up to 2 hours. The rescue spell engine is usually colored bright green and contains the Warp sphere with the Mass Teleport, Ranged Warp, and Unseeing Teleport talents.

Typical use involves activating the search spell engine to help locate people trapped in fallen buildings, then using the rescue spell engine to teleport out anyone who cannot be reached normally. rescue spell engines can teleport up to 6 people at once, but must use their very limited spell points to reach people who cannot be seen normally. These spell engines are often used as magical blueprints to create scrolls of search and rescue, which cannot be recharged but are more affordable to make. Wands of search and rescue are usually owned by cities and used as part of emergency rescue efforts.

Construction Requirements
Craft Spell Engine, Divination sphere (Expansive Vision (advanced), Tremorsense (sense), Limited Divination drawback), Warp sphere (Mass Teleport [mass], Ranged Warp [range], Unseeing Teleport); Cost 13,000 gp


Mythic Spell Engines

Immovable Wand [MCS]

Aura strong Telekinesis; CL 18th; SP 6
Slot none; Price 81,000 gp; Weight 2 lbs.
This slender wand is colorless and nearly transparent, though harder than most metals. While held, it functions as a Telekinesis spell engine with the Affix, Effortless Telekinesis, and Idle Concentration talents. A mythic creature who uses this wand may use their casting DC for the Telekinesis sphere (if it is higher) and may expend one use of mythic power when using the Affix talent through this spell engine to mystically bind a creature in place by increasing the magic skill check or Strength check required to break a creature free by their tier. In addition to its other effects, this wand functions as an immovable rodUE.
Construction Requirements
Craft Spell Engine, Mythic Crafter, Telekinesis sphere (Affix (advanced), Effortless Telekinesis (advanced), Idle Concentration); Cost 40,500 gp

Infernal Queen’s Contract [MCS]

Aura strong Conjuration; CL 16th; SP 8
Slot none; Price 64,000 gp; Weight 1/10 lbs.
This roll of parchment paper seems abnormally tough and resistant to damage, and is immune to all fire damage. Unlike most spell engines, activating the infernal queen’s contract takes ten minutes; however, once activated, it allows for the use of the Conjuration sphere Call Planar Creature advanced talent and can summon a wide variety of lawful evil outsiders (exclusively as allies; it does not summon hostile creatures). Rumors suggest that similar items capable of calling creatures from other planes also exist. Once per day, a mythic creature can expend one use of mythic power when activating an infernal queen’s contract to reduce its activation time to a standard action. Beings summoned by this contract charge half as much as usual if the summoner is lawful neutral, lawful evil, or neutral evil, but charge all other creatures twice as much for tasks.
Construction Requirements
Craft Spell Engine, Mythic Crafter, Conjuration sphere (Call Planar Creature (advanced)); Cost 32,000 gp


Spheres of Power by Drop Dead Studios
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Equipment
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Alchemical Items Apparatuses (Metamagic) Charms Compounds
Implements Marvelous Items Scrolls Spell Engines
Fabled Items Talent Crystals
Feats
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Drawback Extra General
Item Creation Metamagic Necrosis Protokinesis
Proxy Racial Ritual Squadron
Surreal Teamwork Theurge Wild Magic
Get Ultimate Spheres of Power Get the Original RulebookU
Get Expanded OptionsU Get Expanded Options 2
Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
Death HandbookU Destruction HandbookU Divination HandbookU Enhancement HandbookU
Fate HandbookU Illusion HandbookU Life HandbookU Light HandbookU
Mind HandbookU Nature HandbookU Protection HandbookU Telekinesis HandbookU
Time HandbookU War HandbookU Warp HandbookU Weather HandbookU
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Cognition Talents
Cohorts and Companions Dark ApocryphaU Debilitating Talents 2 Destruction ApocryphaU
Light ApocryphaU Nature (Air) PackageU Nature (Earth) ApocryphaU Nature (Fire) ApocryphaU
Nature (M/P/W) ApocryphaU Nature (Spirit) ApocryphaU Protokinesis ApocryphaU Sidhe Court
Other Spheres Products
Archetypes of PowerU Archetypes of Power 2 The Bear Sphere The Blood SphereU
Blood and Portents Compounds of Power The Conqueror's Handbook The Fallen Fey SphereU
Initiate's Handbook Items of PowerU The Jester's Handbook Mythic Spheres of Power
The Technomancy Sphere Treasures of the Spheres The Wraith ClassU Wild Magic
Woodfaring Adventures Worlds of Power The Youxia's Handbook Bestiary: Fey and Feyfolk

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

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