Spell Engines [Wands]

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

A wand contains a limited amount of casting ability, which can be activated by the one wielding the wand as a standard action, as if the magic were their own. A wand possesses a base sphere, a caster level, and a small pool of spell points. The wand 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 wand. If a wand’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 wand’s caster level may spend one of their spell points to restore 1 spell point to the wand. A wand may only have one spell point per day restored in this fashion, regardless of how many casters attempt to do so.

Spell Engines were previously described simply as Wands in Spheres of Power, but have since been updated to a new type of item. Spell Engines are normally made with the Craft Spell Engine feat, but can also be made with the Craft Wand feat if you aren't using the new crafting feats.


Dungeoneer’s Box

Aura faint Divination; CL 8; SP 2
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 ft. 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 Wand, Divination sphere, See Hazard, Trapfinding; Cost 8,000 gp

Four Winds Bagpipe [High. HB]

Price 150 gp; Slot none; CL 2nd; Weight 8 lbs.; Aura moderate Nature and Weather; Scaling prize

This great highland bagpipe has four reeds, each one dedicated to a different wind guardian or spirit. Such musical instruments are often found in the possession of highland bards and skalds, many with druidic traditions.

While the specific names or directions associated with each of these winds may differ from culture to culture or druid circle to druid circle, they generally include four similar elemental winds: air, earth, fire, and water. The four winds bagpipe is considered a masterwork musical instrument, granting a +2 bonus on all Perform (wind instrument) checks. The bonus is also added to the DC of any bardic performances or raging songs made using the four winds bagpipe.

  • 4th Level – 900 gp: 1/day as a standard action, a character may spend 2 rounds of bardic performance or raging song to grant themselves the Nature or Weather sphere for 1 minute. If the character already possesses the base sphere, they instead gain a temporary talent from the chosen sphere. Advanced talents may not be temporarily acquired through this item. Instead of using their own caster level and levels in casting classes (to determine magic skill bonus and defense), the character may use their ranks in Perform (wind instrument). The character must still pay any spell points required, if any, to use these sphere talents or abilities.
  • 8th Level – 4,950 gp: The four winds bagpipe may now instead be used 2/day as a standard or move action. Multiple uses of this item do not stack. If you use this item again before the previous duration has expired, it replaces the previous use.
  • 12th Level – 16,200 gp: The four winds bagpipe may now be used 4/day as a standard, move, or swift action.

Cost 8,100 gp; Feats Craft Spell Engine; Spells Nature sphere, Expanded Nature, Weather sphere

Horn of the Fallen Bastion

Aura moderate Destruction; CL 8th; SP 2
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 wand of destruction with the Shattering Blast and Sculpt Blast talents as well as the Energy Focus (shattering blast) drawback and a spell point capacity of 2.
Construction Requirements
Craft Wand, Destruction sphere, Shattering Blast, Sculpt Blast; Cost 8,000 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; SP 1
Slot none; Price 500 gp; Weight 0.5 lbs.
Description
This wand 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 wand to cast any level 0 spell (from any spell list).
Construction Requirements
Craft Wand, Cantrips feat; Cost 250 gp

Wand of Capacity

Price 100 gp; Slot none; CL 1st; SP 1+
Weight 0.5 lbs.; Aura faint Divination; Scaling wonder
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 wand'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 wands and may be refilled as other wands 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
Cost 100,000 gp; Feats Craft Spell Engine; Spells Divination sphere, Detect Spellcaster

Wand of Counterspelling

Price 3000 gp; Slot none; CL 5th; SP 2+
Weight 0.5 lbs.; Aura faint Protection; Scaling wonder
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 makes 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 wands and may be refilled as other wands 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 makes 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 makes 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 makes 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 makes 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
Cost 125,000 gp; Feats Craft Wand; Spells Protection sphere, Neutralization

Wand of Mana Siphoning

This elmwood wand has dwarven runes carved into the handle which translate to “mage anathema”.
Aura faint Destruction; CL 2nd; SP 1
Slot none; Price 1,000 gp; Weight 0.5 lbs.
Description
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 make 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 Wand, Destruction sphere, Mana Siphon; Cost 500 gp

Wand of Troll’s Vigor

This ash wand is stained in troll’s blood, which never seems to completely dry.
Aura moderate Life; CL 8th; SP 4
Slot none; Price 16,000 gp; Weight 0.5 lbs.
Description
This wand 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 Wand, Life sphere, Revitalize; Cost 8,000 gp

Wand of Unerring Boulder

This oak wand lacquered in xorn fat is adorned with a quartz handle, which glows as a candle while possessing a charge.
Aura moderate Destruction; CL 6th; SP 1
Slot none; Price 9,000 gp; Weight 0.5 lbs.
Description
This wand 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 Wand, Destruction sphere, Guided Strike, Stone Blast; Cost 4,500 gp


Wiki Items

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

Apprentice's First Wand [Wiki]

Aura faint Destruction; CL 2nd; SP 1
Slot none; Price 1,000 gp Weight 2 lbs.
Damage 1d6 (2d6) nonlethal
Description
This slender wooden wand contains the Destruction sphere and the Gale Blast talent, as well as the Energy Focus (Gale Blast) drawback. This wand is often given to apprentices to help them practice their magic and control; since it only deals nonlethal damage and can trip targets, it's 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 Wand, Destruction sphere, Gale Blast (blast type); Cost 500 gp

Basic Wand [Wiki]

Aura faint any; CL 2nd; SP 1
Slot none; Price 1,000 gp Weight 2 lbs.
Description
Basic Wands are among the simplest forms of wand available and grant access to any single sphere at CL 2; spheres with package choices, such as the Nature sphere, only have one of these packages. Most of these wands are usually referred to by the sphere they contain, such as "Basic Destruction Wand", but shopkeepers have been known to give them fancier names 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 wands are particularly popular (often with monikers like "Boomstick" or "Wallhopper"). Wands normally require knowledge of the base sphere to use, so activating a Basic Wand typically requires a DC 20 Use Magic Device check.
Construction Requirements
Craft Wand, any one Sphere; Cost 500 gp

Chewstick [Wiki]

Aura faint Nature; CL 2nd; SP 1
Slot none; Price 1,000 gp Weight 2 lbs.
Description
Chewsticks are basic Nature (Plantlife) wands that are often used to sprout food from plants during long journeys. Capable of providing food for up to 6 medium-sized creatures per day, they handily solve food problems in areas that have food-growing plants. That said, they're less useful in deserts or arctic areas, so wise adventurers do not rely solely on these wands. Chewsticks can also Entangle or Pummel foes (as the Plantlife package abilities), making them a flexible and affordable choice for the cost-conscious buyer.
Construction Requirements
Craft Wand, Nature Sphere; Cost 500 gp

Firefighter's Wand [Wiki]

Aura faint Dark; CL 4th; SP 1
Slot none; Price 4,000 gp Weight 2 lbs.
Range up to a 20 foot sphere centered within 140 feet
Description
Firefighter's Wands are usually made of a fire-resistant metal and have instructions carefully carved into the side. These wands 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 wands 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 wands to put out fires in enemy campsites before sneaking up on them. Firefighters rarely concentrate to maintain the effect, preferring instead of create new areas of darkness and help extinguish fires as quickly as possible.
Construction Requirements
Craft Wand, Dark sphere, Extinguish; Cost 2,000 gp

Lightening Wand [Wiki]

Aura moderate Enhancement; CL 6th; SP 3
Slot none; Price 9,000 gp Weight 2 lbs.
Range 40 feet
Description
Lightening Wands are popular with construction crews and wealthy individuals who like how easy they make redecorating. These wands contain the Enhancement sphere and the Lighten (enhance) talent, as well as the Obvious Enhancements drawback (which creates an obviously magical field of light around any object enhanced or lightened). These wands 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 Wand, Enhancement sphere, Lighten (enhance), Obvious Enhancements (drawback); Cost 4,500 gp

Shattering Wand [Wiki]

Aura faint Destruction; CL 6th; SP 3
Slot none; Price 9,000 gp Weight 2 lbs.
Damage 3d4 (SP: 6d4) sonic
Description
This wand 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 Wand, Destruction sphere, Shattering Blast (blast type); Cost 4,500 gp

Talisman of the Ancestor's Might [Wiki]

Aura moderate Enhancement; CL 8th; SP 3
Slot none; Price 16,000 gp Weight 2 lbs.
Range 45 feet
Description
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 Wand of Enhancement with the Deep Enhancement, Mass Enhancement, and Physical Enhancement (enhance) talents, as well as the Bodily Enhancement and Obvious Enhancements drawbacks. 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 Wand, Enhancement sphere, Deep Enhancement, Mass Enhancement, Physical Enhancement (enhance), Bodily Enhancement (drawback), Obvious Enhancements (drawback); Cost 8,000 gp

Talisman of the Ancestor's Will [Wiki]

Aura moderate Enhancement; CL 8th;; SP 1
Slot none; Price 16,000 gp Weight 2 lbs.
Range 45 feet
Description
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 Wand, Enhancement sphere, Deep Enhancement, Mass Enhancement, Mental Enhancement (enhance), Bodily Enhancement (drawback), Obvious Enhancements (drawback); Cost 8,000 gp

The Bomb Box [Wiki]

Aura moderate Destruction; CL 8th; SP 3
Slot none; Price 16,000 gp Weight 2 lbs.

This small black box covered in silver-colored magical runes is a 4” cube. Opening the box reveals that the top and bottom are mostly filled with a round depression in the middle, about the size of a large marble. Opening or closing the box is a move action. As a full-round action, a person with the Destruction sphere (or a successful DC 20 Use Magic Device check) may concentrate and speak a command word while holding the closed box. This creates a crystal marble inside the box, which fits perfectly on the pillow inside. This marble can be used immediately or taken out and passed to other creatures for later use. Creating a marble uses 1 spell point from the box's total, and the box can hold 3 charges.

As a standard action, a marble may be primed and thrown as a thrown splash weapon with a range increment of 20 feet. A direct hit deals 8d4 damage to the target, and 8 damage in a 5 foot splash radius. Any creature taking damage from either the direct hit or the splash must make a DC 14 Reflex save or be entangled and unable to move. In addition, the entire affected area becomes difficult terrain. Affected creatures can make a DC 14 Strength check or Escape Artist check as a move action to escape. Alternatively, the crystal on a creature or a square of terrain can be destroyed with 24 points of damage. Otherwise, the crystal disappears after 1 minute. The marble lasts for 8 hours, and then dissolves into nothing if not used.

Variants of this box exist, replacing Crystal Blast with a different blast type. Blast types that require a spell point could be used, but that means marbles cost twice as many spell points. Some boxes may even use multiple command words for different blast types; removing Energy Focus allows the basic destructive blast and one blast type, and others can be added from there. Of course, those changes need either creating the box with a higher caster level or sacrificing extra spell points for extra talents.

This functions as a Destruction spell engine with Energy Bomb, Gather Energy, and Crystal Blast talents, and the Shape Focus (Energy Bomb) and Energy Focus (crystal) drawbacks.

Construction Requirements
Craft Spell Engine (or Craft Wand), Destruction sphere, Energy Bomb talent, Gather Energy talent, and Crystal Blast talent; Cost 8,000 gp

Totem Wand [Wiki]

Aura faint War; CL 4th; SP 1
Slot none; Price 4,000 gp Weight 2 lbs.
Range 60 foot radius, centered on caster
Description
Totem Wands contain the War sphere and one additional (totem) talent, chosen when the wand is made. While these wands 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 Wand, War sphere, any (totem) talent; Cost 2,000 gp

Wand of Truthtelling [Wiki]

Aura faint Fate; CL 2nd; SP 1
Slot none; Price 1,000 gp Weight 2 lbs.
Damage 1d4+1 nonlethal Range 30 feet
Description
Wands of Truthtelling are popular with interrogators, guards, and courts. These wands 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're telling the truth - and casters know if the spell doesn't take hold, though they can usually try again until it does - these wands are also capable of punishing those who try to lie by inflicting nonlethal damage.
Construction Requirements
Craft Wand, Fate sphere, Truth (word, curse), Neutrality (drawback), Tongue of Ages (drawback); Cost 500 gp

Wands of Search and Rescue [Wiki]

Aura faint Divination and moderate Warp; CL 2nd (Div) and 10th (Warp); SP 1 (Div), 2 (Warp)
Slot none; Price 26,000 gp Weight 2 lbs.
Range sense 30 feet, warp 50 feet
Description
This wand is actually two wands chained together, one of which can be held in each hand during use. The Search wand 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 (divine forbidden) and Hidden Magic drawbacks. The Tremorsense lasts up to 2 hours. The Rescue wand is usually colored bright green and contains the Warp sphere with the Group Teleport, Ranged Teleport, and Unseeing Teleport talents. Typical use involves activating the Search wand to help locate people trapped in fallen buildings, then using the Rescue wand to teleport out anyone who can't be reached normally. Rescue wands can teleport up to 6 people at once, but must use their very limited spell points to reach people who can't be seen normally. These wands are often used as magical blueprints to create Scrolls of Search and Rescue, which can't 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 Wand, Divination sphere, Tremorsense, Widen Sight, Warp sphere, Group Teleport, Ranged Teleport, Unseeing Teleport; Cost 13,000 gp


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