TEXT: Items of Power
  Items of Power
  
  Credits
  Authors: Adam Meyers, Andrew Stoeckle, Andrew J Gibson,  
  Derfael Oliveira, John Little, Johannes Luber
  Creative Director: Adam Meyers
  Interior Art: Rick Hershey, 1 Man Studio, Pawet Dobosz, and Scott Harshbarger
  Layout: Rachel Meyers
  Special Thanks: Johannes Luber
  Items of Power
  This Handbook was created by
  Visit https://www.patreon.com/DropDeadStudios to lend your support.
  
  Contents
  Magic Item Creation .........................................................................3
  Creating Magic Items ......................................................................................3
  Talent-Based Item Creation ..........................................................................4
  Item Base Powers ..................................................................................4
  Miscellaneous Variables ...........................................................................9
  New Crafting Feats ........................................................................................9
  New Magic Item Special Abilities .................................................................15
  Armor and Shield Special Abilities .........................................................15
  Implement of Power Special Abilities ....................................................15
  Weapon Special Abilities .........................................................................16
  Feats ................................................................................................................18
  Adventuring Gear ............................................................................................19
  Alchemical Creations ........................................................................................19
  Kits ...................................................................................................................20
  Weapons ...........................................................................................................20
  Ritual Books ...................................................................................................21
  Armor ...............................................................................................................23
  Potions .............................................................................................................24
  Rings ................................................................................................................25
  Shields ..............................................................................................................26
  Staves ...............................................................................................................27
  Wands ..............................................................................................................27
  Weapons ...........................................................................................................28
  Wondrous Items ..............................................................................................29
  Scaling Armor .................................................................................................34
  Scaling Wands .................................................................................................35
  Scaling Weapons .............................................................................................36
  Scaling Wondrous Items .................................................................................37
  Intelligent Items ...............................................................................................39
  Minor Artifacts ................................................................................................40
  Major Artifacts ................................................................................................40
  Player Options ..................................................................................18
  Mundane Equipment .........................................................................19
  Magic Items .......................................................................................23
  Special Magic Items .........................................................................34
  
  Chapter 1 
  Magic Item Creation
  It is entirely possible to use the Spheres of Power system with 
  the Pathfinder Roleplaying Game magic item crafting rules 
  without issue; most of the Pathfinder Roleplaying Game’s 
  magic item creation rules differentiate magic items by slot 
  only, and through the ritual system, spherecasters can even 
  meet all of the prerequisites for an item without the need for 
  conversion of any kind. However, Spheres of Power introduced 
  many alternate forms for various magic items to better syner-
  gize them with the Spheres of Power system (changing how 
  magical effects are constructed, altering how staves and wands 
  work, etc.) and introduced new crafting guidelines to better 
  work with these changes. These rules have been updated and 
  expanded, and are included below.
  Additionally, the crafter must supply materials whose cost is 
  equal to 1/2 the base cost of the item to be created. When add-
  ing an enchantment to an existing object, the object must be 
  supplied separately (for example, when creating a magic sword, 
  a masterwork sword must be supplied in addition to the cost 
  of the enchantment itself).
  Finally, the crafter needs a fairly quiet, comfortable, and well-lit 
  place in which to create a magic item. The crafter must spend 
  8 hours (1 day) per 1,000 gp in the item’s base cost crafting the 
  magical item. Scrolls, potions, oils, and dusts only take 2 hours 
  to craft if their base cost is 250 gp or lower, but all other items 
  require a minimum of 8 hours to create. The crafter spends the 
  materials required to create the item at the beginning of the 
  crafting process, and cannot create more than one item per 
  day. A creature cannot spend more than 8 hours per day craft-
  ing. The days spend crafting needn’t be consecutive.
  Crafting must be done in 4 hour blocks at a minimum. If a 
  crafter is working in an area that is distracting or dangerous 
  (such as in the back of a wagon or in an area that is not quiet), 
  they net only half benefit from time spent crafting. A caster 
  can attempt to work on crafting a magic item throughout a 
  day of adventuring (spending time during meals or their shift 
  during watch to do what work they can), but the combination 
  of distracting environments and lack of time mean they only 
  net 2 hours of crafting per day spent in this fashion.
  At the end of the crafting period, the caster must make a single 
  skill check (usually Spellcraft, but the caster may substitute an 
  appropriate Craft skill determined by the nature of the item in 
  question) to determine if the item was created correctly. The 
  DC of this check is equal to 10 + the caster level of the item. 
  Failing this check means the item does not function correctly 
  and the materials and time are wasted. Failing this check by 5 
  or more results in the creation of a cursed item.
  When creating a magic item, the crafter must possess the base 
  sphere associated with the enchantment created, either on 
  their own or through an ally, implement, wand, or scroll. If the 
  item requires a talent the crafter does not have access to either 
  on their own or through another caster willing to help (other 
  than the base sphere), they may attempt to create the item any-
  way, increasing the Spellcraft DC by +5 for each missing talent.
  Creating Magic Items
  To create a magic item, a caster must possess the appropriate 
  item creation feat, the base sphere associated with the item’s 
  abilities, and a caster level with that sphere equal to or greater 
  than the caster level of the item (note: charms, implements, 
  and magical arms and armor use the crafter’s MSB instead 
  of caster level). Temporary increases in caster level, such as a 
  Thaumaturge’s forbidden lore class feature or benefits gained 
  through certain casting tradition boons or magic items, do not 
  count towards a caster’s maximum caster level for the purpose 
  of crafting magic items. A creature cannot create a magic item 
  dependent on an ability they cannot use due to a casting tradi-
  tion drawback.
  
  Cooperative Casting
  If you need another character or a magic item (such as a wand, 
  implement, or scroll) to supply one of an item’s requirements, 
  both you and the other character or the magic item must be 
  present for the entire duration of the crafting process.
  Talent-Based Item 
  Creation
  Some magic items, such as magical weapons 
  and charms, pick their powers from a predeter-
  mined list. For other magic items, their power 
  and effects are created by building and com-
  bining effects, not unlike the method a 
  caster uses to combine spheres and tal-
  ents when casting.
  When creating a magic item that uses 
  the talent-based creation system, Its 
  base cost is determined by multiplying 
  its caster level x its complexity x a base 
  cost determined by the type of item 
  being created, as detailed under the dif-
  ferent magic item creation feats listed 
  below. While the item’s caster level deter-
  mines its power just as it does for casters, 
  the enchantment’s complexity is determined 
  by the number and type of benefits it possesses.
  All items created through the talent-based creation system 
  must choose a base sphere and ability from the list present-
  ed below, and begin with a complexity of 1. The crafter may 
  increase or decrease the item’s complexity through any of the 
  following alterations, but an effect’s complexity always has a 
  minimum of 1. When combining multiple talent-based effects 
  or spell engine/wand effects, they all must be crafted with the 
  same caster level, though each may have its own complexity 
  (charms, implements, and magical weapons and armor do not 
  follow this rule, as their prices are not calculated depending on 
  caster level). An effect’s caster level must be equal to or greater 
  than its complexity.
  Increased Range: You may increase or decrease the range of 
  an effect by 1 step at a cost of +1 complexity per increase, or -1 
  complexity per decrease.
  Chart: Range
  Range Increments
  Personal (user or centered on user)
  Touch (adjacent to user)
  Close (25 ft. + 5 ft./2 caster levels)
  Medium (100 ft. + 10 ft./caster level)
  Long (400 ft. + 40 ft./caster level)
  Increased Duration: You may increase or decrease the dura-
  tion of an effect by 1 step at a cost of +2 complexity per increase 
  or -2 complexity per decrease.
  Chart: Duration
  Duration Increments
  1 round/caster level
  1 minute/caster level
  10 minutes/caster level
  1 hour/caster level
  Add Talent: You may add the effects of any talent from the 
  item’s base sphere at a cost of +1 complexity per talent. If add-
  ing the effects of a talent would normally require the caster to 
  spend additional spell points, increase the complexity by 1 per 
  spell point required.
  Note: If adding an advanced talent, the complexity increase 
  becomes +2, +1 per spell point required for its use. All talents 
  listed as prerequisites for that advanced talent must have al-
  ready been added to the effect, and the item must have a caster 
  level equal to or higher than the talent’s prerequisites. A crafter 
  must have access to an advanced talent to add it to an item; ad-
  vanced talents cannot be bypassed by increasing the Spellcraft 
  check DC.
  Unique Changes: Because magic items are at their best when 
  they are unique and original, there is technically no limitation 
  to what alterations you may make to a magic item. When mak-
  ing a unique change to a magic item’s abilities that is of equal 
  power to adding a magic talent or an additional spell point, 
  increase the complexity by +1. If adding a unique limitation 
  that would be the equivalent of a drawback, decrease the com-
  plexity by 1.
  Variable Effects: It is possible to create a magic item that 
  gives choice to its user; for example, an item that creates a de-
  structive blast that allows the user to pick from a variety of 
  blast types or blast shapes. For such an item, the complexity 
  increase for every option beyond the most expensive would be 
  1/2 the usual increase.
  Item Base Powers
  Alteration
  Range: personal
  Duration: 1 round/caster level
  Effect: The target gains the effects of a shapeshift 
  (Fortitude negates), gaining the blank form and 1 trait +1 
  per 5 caster levels chosen from the basic Alteration sphere. 
  These must be chosen when the item is crafted and do not 
  change from use to use.
  
  Complexity:
  • Forms and Traits: Changing the form or traits 
  granted by this effect increases the complexity by 1 
  for every talent required. If using a talent, form, or 
  trait would normally cost extra spell points, increase 
  the complexity by an additional +1 per spell point 
  required.
  • Increased Traits: You may add an additional trait to 
  the form, increasing the complexity by 1.
  • Other Talents: Adding the effect of the Mass 
  Alteration talent to this item increases the complex-
  ity by 2.
  • Multiple Forms: If the target may change or choose 
  their form or traits from among the talents included 
  in the item, increase the complexity by an additional 
  +1.
  Blood
  Blood Control
  Range: touch
  Duration: 1 round/caster level
  Effect: Apply blood control (with either the bleed or coag-
  ulate ability) to the target, as the base Blood sphere.
  Complexity
  • Improved Blood Control: You may change the 
  (quicken) or (still) effect granted or apply a Blood tal-
  ent to the effect by increasing the complexity by 1. If 
  the talent or ability would normally cost extra spell 
  points, increase the complexity by an additional +1 per 
  spell point required.
  • Control Required: Instead of the base abilities, you 
  may apply a (quicken) or (still) ability that requires the 
  target to already be under the effects of your blood 
  control to a target that is under the effects of your 
  blood control. This does not increase complexity.
  Extract Blood Construct
  Range: touch
  Duration: 1 round/caster level.
  Effect: Create a blood construct per the Extract Blood 
  Construct talent of no more than 1 HD per caster level.
  Conjuration
  Range: personal (adjacent space)
  Duration: 1 round/caster level
  Effect: Summons a companion from the Conjuration 
  sphere. Unlike other summoned companions, this compan-
  ion does not begin with 1 (form) talent.
  Complexity
  • Form Talents: Increase the complexity by 1 for ev-
  ery (form) talent the companion possesses.
  • Increased Duration: 
  Adding 
  the 
  Lingering 
  Companion talent or the Greater Summoning talent 
  to this effect increases the duration by 1 step for +1 
  complexity instead of +2 instead of their usual effects. 
  You may increase the duration to 24 hours by adding 
  both talents and increasing the complexity by an addi-
  tional +2, for a total of +4.
  Creation
  Create
  Range: personal (adjacent space)
  Duration: 1 round/caster level
  Effect: Create an object, as the Creation sphere.
  Alter
  Range: touch
  Duration: instantaneous
  Effect: Repair or Destroy the target as the base Creation 
  sphere.
  Complexity
  • Greater Creation: To add the effects of a Creation 
  talent (or to change the alter effect bestowed), in-
  crease the complexity by 1 for every talent added. If a 
  talent would normally cost extra spell points, increase 
  the complexity by an additional +1 per spell point re-
  quired. When changing the alter effect from repair 
  or destroy, change the duration to match the ability 
  chosen.
  Dark
  Range: personal (centered on item)
  Duration: 1 round/caster level.
  Effect: Create an area of darkness as the Dark sphere, fill-
  ing a 10 ft. + 5 ft. per 2 caster levels radius area.
  Complexity
  • Blot: You may change the effect from creating dark-
  ness to creating a blot and add a single (blot) talent to 
  the item at no increase in complexity.
  • Meld: You may change the effect from creating dark-
  ness to granting the target the benefits of a single 
  (meld) talent. This does not increase the complexity 
  unless selecting the Feed on Darkness (meld) talent, in 
  which case it increases the complexity by 2.
  • Greater Darkness: To add the effects of a Dark 
  sphere talent, increase the complexity by +1 per tal-
  ent. If a talent would normally cost extra spell points, 
  increase the complexity by an additional +1 per spell 
  point required.
  • Shadow: You may change the effect from creating 
  darkness to generating the effect of a (shadow) tal-
  ent. Doing so increases the complexity by 1, plus an 
  amount equal to the spell point cost of the talent. 
  Adjust the duration (and casting time if it is less than 
  a standard action) to match that of the talent selected.
  
  Death
  Reanimate
  Range: touch
  Duration: 1 round/caster level.
  Effect: Reanimate a corpse into a skeleton or zombie of no 
  more than 1 HD per caster level.
  Ghost Strike
  Range: touch
  Duration: variable (as ghost strike/reanimate)
  Effect: Affect the target as with the basic ghost strike from 
  the Death sphere. You may increase the power of your ghost 
  strike (as if spending a spell point) by increasing the com-
  plexity by 1.
  Complexity
  • Ghost Strike: If changing the ghost strike bestowed, 
  increase the complexity by 1. When using a ghost 
  strike would normally cost extra spell points, increase 
  the complexity by an additional +1 per spell point re-
  quired. The ghost strike’s duration always changes to 
  match the ghost strike selected.
  • Multiple Targets: When reanimating targets, you 
  may increase the complexity by 2 to reanimate multi-
  ple targets at once, by no more than 2 HD per caster 
  level, each target must be within close range, and each 
  reanimated creature cannot exceed 1 HD per caster 
  level. For every additional +1 added to the complex-
  ity, you may increase the total number of reanimated 
  creatures by 1 HD, to a total amount equal to your 
  Death sphere maximum.
  • Death Talents: You may add the effects of any 
  Death sphere talent by increasing the complexity by 
  1. If a talent would normally cost extra spell points, 
  increase the complexity by an additional +1 per spell 
  point required.
  Destruction
  Range: touch
  Duration: instantaneous
  Effect: 1d6 bludgeoning damage per 2 caster levels. You 
  may increase the damage to one die per caster level by in-
  creasing the complexity by 1.
  Complexity
  • Destruction Talents: You may apply the effects of 
  a (blast shape) or (blast type) talent to the magic item 
  by increasing the complexity by 1 for each talent add-
  ed. If a talent would normally cost extra spell points, 
  increase the complexity by an additional +1 per spell 
  point required.
  • Admixture: Adding the Admixture talent to an item 
  does not increase the complexity, but the complexi-
  ty is increased for each blast type added, as outlined 
  above under ‘Destruction Talents’.
  Divination
  Divine
  Range: close
  Duration: concentration
  Effect: Gain information on magic auras within range, as 
  the base divine from the Divination sphere.
  Sense
  Range: personal
  Duration: 1 minute/caster level
  Effect: Grant the target the base sense from the Divination 
  sphere.
  Complexity
  • Divine: You may change the subject of your divining 
  to one of the other subjects you may divine for from 
  the base Divination sphere (divine alignment, divine 
  undead, etc.) by increasing the complexity by 1.
  • Sense: You may change the sense granted by increas-
  ing the complexity by 1 per spell point in the sense’s 
  cost.
  • Greater Divination: You may apply any other talent 
  from the Divination sphere by increasing the com-
  plexity by 1. If this sense or divine would normally cost 
  additional spell points, increase the complexity by +1 
  per the number of additional spell points instead.
  Enhancement
  Range: touch
  Duration: 1 round/caster level.
  Effect: Apply the basic enhancement of the Enhancement 
  sphereto a target.
  Complexity
  • Change Enhancement: You may change the en-
  hancement applied by increasing the complexity by +1. 
  If the applied enhancement would normally cost extra 
  spell points, increase the complexity by an additional 
  +1 per spell point required.
  Fallen Fey
  Range: personal
  Duration: 1 minute/caster level
  Effect: Apply fey-link to the target, as the base Fallen Fey 
  sphere, as well as the Nature-connection fey-blessing linked 
  to a terrain selected when the item is created.
  Complexity
  • Improved Fey-Blessing: You may change the 
  fey-blessing effect granted, add an additional terrain 
  to Nature-connection, or apply a Fallen Fey talent to 
  the effect by increasing the complexity by 1. If the tal-
  ent or ability would normally cost extra spell points, 
  increase the complexity by an additional +1 per spell 
  point required.
  
  Fate
  Range: personal
  Duration: 1 round/caster level
  Effect: Create a serendipity consecration, affecting a 20-ft. 
  radius burst.
  Complexity
  • Word: To apply the effects of a word instead of a con-
  secration, increase the complexity by 1, +1 for every 
  spell point required by the word in question. Adjust 
  the duration (and casting time if it is less than a stan-
  dard action) to match that of the word selected.
  • Greater Fate: You may apply the benefits of a Fate 
  sphere talent to the item by increasing the complexi-
  ty by 1. If applying a talent would normally cost extra 
  spell points, increase the complexity by an additional 
  +1 per spell point required.
  • Motif: You may change the effect to granting a target 
  the effects of a motif. When doing, so, increase the 
  duration to 1 minute per caster level, and increase the 
  complexity by 1.
  Illusion
  Range: touch (adjacent space)
  Duration: 1 round/caster level.
  Effect: Create a silent visual illusion as the Illusion sphere 
  ability.
  Complexity
  • Change Sense: If you wish to change the affect-
  ed sense, losing the visual aspect of the illusion and 
  replacing it with another sense, do not increase the 
  complexity.
  • Altered Effects: To add an Illusion talent to this 
  ability, increase the complexity by 1. If the talent would 
  normally cost extra spell points, increase the complex-
  ity by an additional +1 per spell point required.
  • Glamer: To change the effect from creating a figment 
  to creating a glamer (an illusion that is attached to a 
  target, such as Illusionary Disguise or another talent), 
  increase the complexity by 1 as normal when adding 
  a talent. When adding invisibility, increase the com-
  plexity by +2 instead of +1.
  Life
  Range: personal
  Duration: instantaneous
  Effect: Cure or restore the target, as the base Life sphere.
  Complexity
  • Increased Restoration: To add the effects of a Life 
  talent to this ability, increase the complexity by 1 for 
  every talent added.
  • Versatile Restoration: To allow this affect to func-
  tion as both a cure and restore ability, increase the 
  complexity by 2.
  • Temporary Hit Points: To change this effect from 
  cure or restore to granting 1 temporary hit point per 
  caster level, increase the duration to 1 minute/caster 
  level and do not change the complexity. To add tem-
  porary hit points onto the effect without replacing the 
  initial effect, increase the complexity by 1.
  Light
  Range: personal (object)
  Duration: 1 minute/caster level
  Effect: Create bright light, as the Light sphere.
  Complexity
  • Lesser Light: To create normal light (as the Light 
  sphere), decrease the complexity by 1. This cannot de-
  crease the complexity lower than 1.
  • Lens: When changing the effect from creating light 
  to instead bestowing a lens, increase the complexity 
  by 1.
  • Nimbus: Adding a (nimbus) talent to the effect in-
  creases the complexity by 1.
  • Powerful Light: To apply the effects of a Light tal-
  ent, increase the complexity by 1. If this talent would 
  normally cost extra spell points, increase the complex-
  ity by an additional +1 per spell point required.
  Mind
  Range: touch
  Duration: as charm
  Effect: Plant a Suggestion in the target’s mind, as the base 
  Mind sphere lesser charm. The target must be of your own 
  creature type.
  Complexity
  • Alternate Charm: To change the charm applied by 
  this effect, increase the complexity by 1.
  • Cloud: When changing the effect to that of a (cloud) 
  talent, the area becomes either a 10-ft. radius + an 
  extra 5 ft. per caster level, or a 10 ft. wide area that 
  extends for a length of 10 ft. + 10 ft. per caster level. 
  Increase the complexity by +2.
  • Open Mind: To allow this charm to affect all crea-
  ture types (so long as the creature isn’t immune to 
  mind-altering effects), increase the complexity by 1.
  • Group Charm: To affect an additional 1 target per 
  2 caster levels (minimum +1), increase the complexity 
  by 2.
  • Greater Charm: To use a charm’s greater variant, in-
  crease the complexity by 1. To use a charm’s powerful 
  variant, increase the complexity by 3.
  
  Nature
  Range: personal (centered on item)
  Duration: 1 round/caster level.
  Effect: Produce a geomancing effect, as one included in 
  the base Nature sphere. The user is not immune to a geo-
  mancing effect they create.
  Complexity
  • Greater Geomancing: To change the geomancing 
  effect to one granted by a talent, or to add the effects 
  of a talent to this ability, increase the complexity by 1. 
  If the talent or effect would normally cost extra spell 
  points, increase the complexity by an additional +1 per 
  spell point required.
  • Nature Spirit: To change the effect to bestowing a 
  (spirit) effect, increase the complexity by 1.
  Protection
  Ward
  Range: personal (centered on caster)
  Duration: 1 round/caster level
  Effect: Create the basic ward, as the base Protection 
  sphere.
  Aegis
  Range: personal
  Duration: 1 minute/caster level
  Effect: Grant the target the benefits of the basic aegis 
  granted by the Protection sphere.
  Complexity
  • Greater Protection: To change the ward or aegis 
  granted, or to apply the effects of a Protection talent, 
  increase the complexity by 1. If the talent or ability 
  would normally cost extra spell points, increase the 
  complexity by an additional +1 per spell point re-
  quired. This is in addition to the spell point usually 
  required to create an aegis.
  • Succor: When adding a (succor) talent without 
  changing the aegis granted, increase the complexity by 
  +1. If adding a succor to replace a granted aegis, do not 
  increase the complexity; the succor can be activated at 
  any time during the effect’s duration.
  Telekinesis
  Range: personal (item, user, or object attached to item)
  Duration: 1 round/caster level
  Effect: You may cause a target to move through space, as 
  the Telekinesis base sphere Sustained Force ability (Will ne-
  gates). If moved into a square occupied by another object, 
  this may perform a Bludgeon maneuver.
  Complexity
  • Greater Telekinesis: You may apply the effects of 
  any Telekinesis talent to this item by increasing the 
  complexity by 1. If the talent would normally cost ex-
  tra spell points, increase the complexity by an addi-
  tional +1 per spell point required.
  Time
  Range: personal
  Duration: 1 round/caster level
  Effect: Apply a Haste or Slow to the target, as the base 
  Time sphere.
  Complexity
  • Improved Time: You may change the alter time ef-
  fect granted or apply a Time talent to the effect by 
  increasing the complexity by 1. If the talent or ability 
  would normally cost extra spell points, increase the 
  complexity by an additional +1 per spell point required.
  War
  Range: personal (centered on caster)
  Duration: 1 round/caster level
  Effect: Apply the effects of the base totem from the War 
  sphere to a stationary 50-ft. area centered on the caster.
  Complexity
  • Rally: To use a rally on a target instead of creating a 
  totem, increase the complexity by +2. If the rally costs 
  more than 1 spell point, increase the complexity by 
  +1 for every additional spell point. Change the dura-
  tion to instantaneous and the activation time to an 
  immediate action. To apply Greater Rally and affect 
  an additional 1 target per 2 caster levels within range, 
  increase the complexity by another +2.
  • Greater Totem: To change the totem placed or 
  apply the effects of another War talent, increase the 
  complexity by 1. If the talent would normally cost ex-
  tra spell points, increase the complexity by an addi-
  tional +1 per spell point required.
  • Mandate: When changing the granted effect to cre-
  ating a mandate between two people, the range be-
  comes touch and the duration becomes 1 round per 
  caster level.
  • Momentum: When changing the effect to granting 
  the benefits of a (momentum) talent increase the du-
  ration to 1 minute per caster level, and increase the 
  complexity by 1. The item grants a number of momen-
  tum points equal to the item’s caster level.
  Warp
  Range: personal
  Duration: instantaneous
  Effect: Teleport the target anywhere within close range 
  that the user can see (Will negates if unwilling).
  Complexity
  • Increased Effect: To increase the range the target 
  is teleported (close to medium, medium to long), in-
  crease the complexity by 2 for each increase.
  • Greater Warp: To apply the effects of a Warp talent, 
  increase the complexity by 1. If that talent would nor-
  mally cost extra spell points, increase the complexity 
  by an additional +1 per spell point required.
  
  • Bend Space: To change the effect to bending space, 
  increase the complexity by 1. If the bend space ef-
  fect would normally cost extra spell points, increase 
  the complexity by an additional +1 per spell point 
  required. Change the duration to match the chosen 
  bend space effect.
  Weather
  Range: personal
  Duration: 1 round/caster level
  Effect: Change one weather category’s severity level as the 
  base Weather sphere within a close-range radius burst.
  Complexity
  • Increase Effect: To increase the size of the area af-
  fected (close-range radius burst to medium-range ra-
  dius burst, medium-range radius burst to long-range 
  radius burst), increase the complexity by 2 for each 
  such increase.
  • Greater Weather: You may apply the effects of 
  a Weather talent by increasing the complexity by 1. 
  If the talent would normally cost extra spell points, 
  increase the complexity by an additional +1 per spell 
  point required.
  • Mantles and Shrouds: When changing the base 
  effect to bestowing a mantle or a shroud, do not in-
  crease the complexity, and change the range to touch.
  Miscellaneous Variables
  When creating a magic item, the following options are also 
  available.
  No Space Limitation: If an item needn’t be worn nor held in 
  hand to be used (for example, a magical tattoo or an orbiting 
  ioun stone), multiply the cost by 2.
  Permanency: Generally, effects bestowed by magic items are 
  not permanent. When dealing with an exception to this rule 
  (for example, the potion of love everlasting), the item must 
  have a duration measured at least in hours, a caster level of at 
  least 10, and the complexity must be raised by an additional +2. 
  Permanent effects may be dispelled or removed by the Break 
  Enchantment Life talent, or a similar effect such as the break 
  enchantment spell. A GM should be careful when allowing per-
  manent effects.
  Multiple Effects: It is possible to add two or more effects 
  to the same magic item (for example, an item that both can 
  create a destructive blast that also grants its wearer a bonus to 
  Intelligence). When doing so, the crafter must have all of the 
  appropriate item creation feats, and every effect must have the 
  same caster level (the caster level of the item itself), but can 
  have different complexities. When finished, multiply the cost 
  of every effect except for the most expensive one by 1.5.
  Mixing Effects: Just as it is possible to add two or more dif-
  ferent effects onto the same magic item, it is possible to make 
  an effect that is a combination of two different sphere abilities 
  (for example, instead of a device that can create darkness or de-
  structive blasts, you could create a device that creates darkness 
  and affects everything within that darkness with a destructive 
  blast). When creating such an effect, calculate each effect sepa-
  rately (they must have the same caster level but can have differ-
  ent complexities), then multiply the cost of every effect except 
  for the most expensive one by 2.
  New Crafting Feats
  The core crafting feats in the Pathfinder Roleplaying Game 
  divides magic item creation into different groups, sometimes 
  relating to the item’s function, other times depending on the 
  item slot the magic item uses. In order to make crafting more 
  seamless with the Spheres of Power system, the following new 
  crafting feats are used throughout this book. Whenever a char-
  acter would gain or use a base crafting feat (or if you wish to 
  use the basic crafting feats instead of the new ones listed here), 
  they map to the new crafting feats in the following way:
  Table: Crafting Feats Conversion
  New Crafting Feat
  Core Crafting Feat
  Capture Spell
  Scribe Scroll
  Craft Apparatus
  Craft Rod
  Craft Implement of Power
  Craft Staff
  Craft Spell Engine
  Craft Wand
  Craft Marvelous Item
  Craft Wondrous Item
  Distill Compound
  Brew Potion
  Forge Charm
  Forge Ring
  Forge Construct
  Craft Construct
  Smith Magical Weapons and 
  Armor
  Craft Magical Arms and 
  Armor
  Capture Spell (replaces Scribe Scroll)
  Prerequisites: Caster level 1st.
  A character who possesses this feat can create scrolls. In addi-
  tion to ritual scrolls (which function the same as scrolls from 
  the core Pathfinder Roleplaying Game), they can create scrolls 
  using the talent-based item creation system. Scrolls have the 
  same requirements for deciphering and activating as core 
  Pathfinder scrolls, and a creature must possess a scroll’s base 
  sphere, or else must activate the scroll through the Use Magic 
  Device skill.
  A scroll has a base cost of 25 gp x caster level x complexity.
  
  Craft Apparatus (replaces Craft Rod)
  Prerequisites: Caster level 1st.
  This feat allows for the creation of talent-based magic items 
  that require no activation except to hold, wear, or carry them. 
  Creating an apparatus costs 2,000 gp x caster level x complexity.
  An item must have an effect measured in hours to be made 
  into an apparatus. Thus, as an example, if making an appara-
  tus of the War sphere totem talent-based item creation effect, 
  which is measured in rounds, the effect would need to have its 
  duration increased by 3 steps (+6 complexity) before it could be 
  made into an apparatus.
  Continual Life Sphere Effects: Creating an apparatus that 
  grants what is normally an instantaneous effect, such as life 
  sphere effects, has a base complexity of 6. If crafting an appa-
  ratus that grants a continual cure, the effect becomes instead 
  fast healing 1 (+1 per additional +1 in complexity). If an appa-
  ratus grants a continual restore, it instead grants immunity to 
  one effect (+1 per additional +1 in complexity; a creature cannot 
  gain immunity to effects that require a magic skill check to 
  remove or are unaffected by the Life sphere). Temporary hit 
  points cannot be made into a continual effect.
  Craft Implement of Power (replaces Craft 
  Staff)
  Prerequisites: Magic skill bonus +3.
  Just as a weapon can grant enhancement bonuses to its wield-
  er’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 im-
  plements benefiting the same sphere do not stack. These bo-
  nuses only apply to the wielder themselves; this bonus does 
  not apply to wands nor other magic items they might be us-
  ing. 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 cast-
  er level when determining the maximum caster level imple-
  ment 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.
  The following special abilities can be added to an implement:
  Magic Talent: The bearer gains access to a specific talent 
  while they wield the implement. The crafter must have access 
  to a talent to add it to an implement. If the 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, the implement needs a 
  minimum caster level equal to the talent’s prerequisites; the 
  bearer of the implement does not gain access to the talent un-
  less they or the implement possess all of its prerequisite tal-
  ents. This benefit can be granted multiple times. Cost: +2
  Second Sphere: The staff’s granted enhancement bonus ap-
  plies to the wielder’s caster level with an additional sphere. 
  This benefit can be granted multiple times. The crafter must 
  have access to any sphere to be added in this fashion. Cost: +1
  Craft Spell Engine (replaces Craft Wand)
  Prerequisites: Caster level 1st.
  This feat 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 abili-
  ty; 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 re-
  store 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.
  The simplest wand a crafter may create contains a base sphere, 
  1 spell point, and a caster level of 2. This wand has a base price 
  of 1,000 gp. When a crafter increases a wand’s caster level (to a 
  maximum of their own), for every 2 caster levels a wand gains, 
  the crafter may place an additional magic talent into the wand, 
  or may increase the wand’s maximum spell point pool by 1.
  A crafter must possess each talent to be placed in the wand, 
  or else must have access to that talent through another cast-
  er. Likewise, if a crafter possesses a sphere-specific drawback 
  for the wand’s base sphere (or simply wants to create a fo-
  cused wand), that want also possess that sphere-specific draw-
  back, and gains either a bonus magic talent or a spell point in 
  exchange.
  
  A wand may contain an advanced talent, but must possess that 
  talent’s minimum caster level, as well as all of its prerequisite 
  talents. A wand may be used to meet the prerequisites for cre-
  ating other magic items.
  A wand’s pricing is determined by comparing it to Table: Wand 
  Pricing.
  Table: Wand Pricing
  Caster Level
  # of Additional Magic 
  Talents/Spell Points
  Price (gp)
  2 (base wand)
  0
  1,000
  4
  1
  4,000
  6
  2
  9,000
  8
  3
  16,000
  10
  4
  25,000
  12
  5
  36,000
  14
  6
  49,000
  16
  7
  64,000
  18
  8
  81,000
  20
  9
  100,000
  Craft Marvelous Item (replaces Craft 
  Wondrous Item)
  Prerequisites: Caster level 1st.
  A marvelous item is a device that produces a magical effect that 
  must be activated (usually activated as a standard action) often 
  through the touch of a button, the speaking of a command 
  word, or some other action such as striking the item against 
  the ground, holding it against the intended target, throwing 
  the item through the air. Marvelous items use the talent-based 
  method of magic item creation. If a wondrous item’s effect re-
  quires a saving throw from any creature, the DC is equal to 10 
  + 1/2 the item’s caster level.
  A marvelous item can be used once per day by default, and 
  costs 400 gp x caster level x complexity. Additionally, a marvel-
  ous item can possess the following custom multipliers.
  Multiple Uses: If a marvelous item can be used multiple 
  times per day, multiply the cost by the number of daily uses. If 
  its uses per day is increased to 5, it becomes usable an unlimit-
  ed number of times per day.
  Limited Uses: If a marvelous item can be used at will but 
  only a maximum of 50 times before it loses all of its magic, 
  multiply its cost by 2.5.
  Distill Compound (replaces Brew Potion)
  Prerequisites: Caster level 1st.
  A creature with the Distill Compound feat is adept at creating 
  potions, oils, and powders. Potions, oils, and powders are mag-
  ical effects stored in physical form; they use the talent-based 
  method of item creation, and are usable only once.
  A potion targets the creature who drinks the potion (one tar-
  get with a range of personal), while oils target the creature or 
  object is is applied to (one target with a range of touch), while 
  any effect that targets an area is a powder. It is possible to place 
  a compound-like effect into another item as well (for example, 
  a jewel that explodes when thrown or an apple that applies a 
  potion-like effect when eaten, etc.).
  A potion, oil, or powder has a base cost of 50 gp x caster level x 
  complexity. If a potion, oil, or powder requires a saving throw, 
  the DC is equal to 10 + 1/2 its caster level.
  Forge Charm (replaces Forge Ring)
  Prerequisites: Magic skill bonus +1.
  A creature with the Forge Charm feat knows how to add per-
  manent enhancements and effects to an item, such that whoev-
  er wears or uses that item gains that bonus for as long as they 
  are wearing or using that item.
  When forging a charm, the crafter must possess the base 
  sphere associated with the charm to be made. The base cost 
  of a charm, as well as the minimum magic skill bonus required, 
  vary depending on the type of charm being made. As always, 
  crafting a charm costs 1/2 the base cost.
  A charm uses the crafter’s MSB rather than their caster level 
  when determining the maximum caster level charm they can 
  create. The item’s minimum caster level is determined by the 
  charm being created, as detailed below. If the item possess 
  multiple charms or other enchantments, use the higher caster 
  level of all included enchantments.
  
  Table: Charm Bonuses
  Charm
  Minimum Caster 
  Level
  Required 
  Base Sphere
  Maximum 
  Bonus
  Base Cost
  Grant an enhancement bonus to an 
  ability score
  2x enhancement bonus
  Enhancement
  +6
  Bonus squared x 1,000 gp
  AC bonus (deflection)
  3x bonus
  Protection
  +5
  Bonus squared x 2,000 gp
  AC bonus (natural armor)
  3x bonus
  Alteration
  +5
  Bonus squared x 2,000 gp
  AC bonus (other)
  3x bonus
  Various*
  +3
  Bonus squared x 2,500 gp
  Energy Resistance
  1/2 granted resistance
  Protection
  +30
  1,600 x resistance -4,000, 
  resistance 5 minimum
  Save bonus (resistance)
  3x bonus
  Protection
  +5
  Bonus squared x 1,000 gp
  Save bonus (other)
  3x bonus
  Various*
  +3
  Bonus squared x 2,000 gp
  Skill bonus (competence)
  1x competence bonus
  Mind
  +20
  Bonus squared x 100 gp
  Spell resistance
  1/2 granted resistance
  Protection
  -
  10,000 gp per point over 
  SR 12, SR 13 minimum
  CMB/CMD  
  (competence, one combat maneuver)
  3x bonus
  Enhancement
  +5
  Bonus squared x 1,000 gp
  *While uncommon, it is possible to have magic items that grant luck, insight, profane, or sacred bonuses to AC or saving throws, morale bonuses to 
  saving throws, or other bonuses. When applying such benefits through a charm, morale bonuses have Mind as a base sphere, insight bonuses have 
  Divination as a base sphere, and luck, profane, and sacred bonuses have Fate as a base sphere.
  Table: Magical Weapon and Armor Pricing
  Weapon 
  Bonus
  Base Price 
  (gp)
  Armor/Shield 
  Bonus
  Base Price 
  (gp)
  +1
  2,000
  +1
  1,000
  +2
  8,000
  +2
  4,000
  +3
  18,000
  +3
  9,000
  +4
  32,000
  +4
  16,000
  +5
  50,000
  +5
  25,000
  +6
  72,000
  +6
  36,000
  +7
  98,000
  +7
  49,000
  +8
  128,000
  +8
  64,000
  +9
  162,000
  +9
  81,000
  +10
  200,000
  +10
  100,000
  Table: Weapons Special Qualities
  Weapon Special 
  Quality
  Cost
  Sphere
  Adaptive
  +1 bonus
  Creation
  Allying
  +1 bonus
  Enhancement
  Bane
  +1 bonus
  Light
  Benevolent
  +1 bonus
  War
  Called
  +1 bonus
  Warp
  Conductive
  +1 bonus
  Death
  Forge Construct (replaces Craft Construct)
  Prerequisites: Any two of the following feats: +5 MSB, 
  Craft Apparatus, Craft Marvelous Item, Forge Charm, Smith 
  Magical Weapons and Armor.
  This feat is functionally identical to Craft Construct.
  Smith Magical Weapons and Armor (replaces 
  Craft Magical Arms or Armor)
  Prerequisites: Magic skill bonus +3.
  This feat allows the user to craft magical weapons and magical 
  armor. Crafting magical weapons and magical armor follows 
  the same rules as core Pathfinder magical weapons and armor, 
  except that a creature must possess the base sphere associated 
  with any special ability before it can be added.
  Some core Pathfinder special abilities that can be added to 
  magical weapons or armor carry prices calculated in gp costs 
  rather than bonus increases; some of these special abilities are 
  enchantments more appropriately created through the Craft 
  Marvelous Item or Craft Apparatus feats, which should be 
  used to craft such enchantments.
  Magical weapons and armor use the crafter’s MSB rather than 
  their caster level when determining the maximum caster level 
  item they can create. The item’s caster level must be at least 3x 
  the enhancement bonus of the weapon or armor. If the item 
  has other magical enchantments placed upon it, use the higher 
  caster level. A magical weapon or magical piece of armor must 
  have at least a 1 enhancement bonus to have any other special 
  abilities.
  
  Weapon Special 
  Quality
  Cost
  Sphere
  Conserving
  +1 bonus
  Warp
  Corrosive
  +1 bonus
  Destruction
  Countering
  +1 bonus
  Enhancement
  Courageous
  +1 bonus
  Mind
  Cruel
  +1 bonus
  Death
  Cunning
  +1 bonus
  Divination
  Deadly
  +1 bonus
  Death
  Defending
  +1 bonus
  Protection
  Distance
  +1 bonus
  Divination
  Dispelling
  +1 bonus
  Life
  Flaming
  +1 bonus
  Destruction
  Frost
  +1 bonus
  Destruction
  Furious
  +1 bonus
  Mind
  Ghost touch
  +1 bonus
  Warp
  Grayflame
  +1 bonus
  Fate
  Grounding
  +1 bonus
  Weather
  Guardian
  +1 bonus
  Protection
  Heartseeker
  +1 bonus
  Death
  Huntsman
  +1 bonus
  Divination
  Impervious
  +1 bonus
  Protection
  Jurist
  +1 bonus
  Enhancement
  Keen
  +1 bonus
  Enhancement
  Ki focus
  +1 bonus
  Enhancement
  Limning
  +1 bonus
  Light
  Lucky
  +1 bonus
  Fate
  Menacing
  +1 bonus
  War
  Merciful
  +1 bonus
  Life
  Mighty cleaving
  +1 bonus
  War
  Mimetic
  +1 bonus
  Protection
  Neutralizing
  +1 bonus
  Nature
  Ominous
  +1 bonus
  Mind
  Planar
  +1 bonus
  Conjuration
  Reliable
  +1 bonus
  Creation
  Returning
  +1 bonus
  Telekinesis
  Quenching
  +1 bonus
  Nature
  Seaborne
  +1 bonus
  Nature
  Seeking
  +1 bonus
  Divination
  Shock
  +1 bonus
  Destruction
  Spell storing
  +1 bonus
  Destruction
  Weapon Special 
  Quality
  Cost
  Sphere
  Thawing
  +1 bonus
  Nature
  Throwing
  +1 bonus
  Telekinesis
  Thundering
  +1 bonus
  Destruction
  Valiant
  +1 bonus
  War
  Vicious
  +1 bonus
  Death
  Advancing
  +2 bonus
  War
  Anarchic
  +2 bonus
  Fate
  Anchoring
  +2 bonus
  Enhancement
  Axiomatic
  +2 bonus
  Fate
  Corrosive burst
  +2 bonus
  Destruction
  Defiant
  +2 bonus
  Life
  Designating, lesser
  +2 bonus
  Fate
  Dispelling burst
  +2 bonus
  Life
  Disruption
  +2 bonus
  Life
  Dueling
  +2 bonus
  Enhancement
  Endless ammunition
  +2 bonus
  Creation
  Flaming burst
  +2 bonus
  Destruction
  Furyborn
  +2 bonus
  Mind
  Glorious
  +2 bonus
  Light
  Holy
  +2 bonus
  Fate
  Icy burst
  +2 bonus
  Destruction
  Igniting
  +2 bonus
  Destruction
  Impact
  +2 bonus
  Telekinesis
  Invigoration
  +2 bonus
  Life
  Ki intensifying
  +2 bonus
  Enhancement
  Lifesurge
  +2 bonus
  Life
  Negating
  +2 bonus
  Fate
  Phase locking
  +2 bonus
  Warp
  Shocking burst
  +2 bonus
  Destruction
  Stalking
  +2 bonus
  War
  Unholy
  +2 bonus
  Fate
  Wounding
  +2 bonus
  Death
  Lucky, greater
  +3 bonus
  Fate
  Nullifying
  +3 bonus
  Protection
  Reliable, greater
  +3 bonus
  Creation
  Repositioning
  +3 bonus
  War
  Speed
  +3 bonus
  Time
  Spell stealing
  +3 bonus
  Destruction
  Brilliant Energy
  +4 bonus
  Light
  Table: Weapons Special Qualities Continued
  Table: Weapon Special Qualities Continued
  
  Dancing
  +4 bonus
  Enhancement
  Designating, greater
  +4 bonus
  Fate
  Nimble Shot
  +4 bonus
  Divination
  Second Chance
  +4 bonus
  Telekinesis
  Vorpal
  +5 bonus
  Death
  Table: Armor Special Qualities
  Armor/Shield 
  Special Quality
  Cost
  Sphere
  Benevolent
  +1 bonus
  War
  Arrow Catching
  +1 bonus
  Abjuration
  Balanced
  +1 bonus
  Telekinesis
  Bashing
  +1 bonus
  Enhancement
  Bitter
  +1 bonus
  Alteration
  Blinding
  +1 bonus
  Light
  Bolstering
  +1 bonus
  War
  Brawling
  +1 bonus
  Enhancement
  Champion
  +1 bonus
  Fate
  Clangorous
  +1 bonus
  Destruction
  Creeping
  +1 bonus
  Dark
  Dastard
  +1 bonus
  Fate
  Deathless
  +1 bonus
  Protection
  Defiant
  +1 bonus
  Light
  Fortification, light
  +1 bonus
  War
  Grinding
  +1 bonus
  Enhancement
  Impervious
  +1 bonus
  Enhancement
  Mirrored
  +1 bonus
  Protection
  Poison-Resistant
  +1 bonus
  Life
  Rallying
  +1 bonus
  Mind
  Ramming
  +1 bonus
  Destruction
  Spell storing
  +1 bonus
  Destruction
  Stanching
  +1 bonus
  Life
  Warding
  +1 bonus
  Protection
  Wyrmsbreath
  +1 bonus
  Destruction
  Adhesive
  +2 bonus
  Alteration
  Animated
  +2 bonus
  Enhancement
  Arrow Deflection
  +2 bonus
  Protection
  Delving
  +2 bonus
  Alteration
  Hosteling
  +2 bonus
  Warp
  Merging
  +2 bonus
  Creation
  Putrid
  +2 bonus
  Death
  Armor/Shield 
  Special Quality
  Cost
   Sphere
  Radiant
  +2 bonus
  Light
  Spell Resistance (13)
  +2 bonus
  Protection
  Energy Resistance
  +3 bonus
  Protection
  Fortification (moderate)
  +3 bonus
  War
  Ghost Touch
  +3 bonus
  Warp
  Harmonizing
  +3 bonus
  Illusion
  Invulnerability
  +3 bonus
  Protection
  Martyring
  +3 bonus
  Life
  Spell Resistance (15)
  +3 bonus
  Protection
  Titanic
  +3 bonus
  Alteration
  Wild
  +3 bonus
  Alteration
  Energy Resistance, 
  Improved
  +4 bonus
  Protection
  Spell Resistance (17)
  +4 bonus
  Protection
  Energy Resistance, 
  Greater
  +5 bonus
  Protection
  Etherealness
  +5 bonus
  Alteration
  Fortification (heavy)
  +5 bonus
  War
  Reflecting
  +5 bonus
  Protection
  Spell Resistance (19)
  +5 bonus
  Protection
  Table: Armor Special Qualities Continued
  
  New Magic Item 
  Special Abilities
  Armor and Shield Special Abilities
  Deflecting
  Aura moderate Protection; CL 10
  Slot shield; Price +1 bonus; Weight -
  Description
  The shield’s shield bonus to AC now also applies against ranged 
  touch attacks. This special ability must be applied to a shield.
  Construction Requirements
  Smith Magical Weapons and Armor, Protection Sphere
  Focusing
  Aura moderate Mind; CL 10
  Slot armor; Price +4 bonus; Weight -
  Description
  A suit of focusing armor is endowed with a semblance of a 
  mind that connects to the mind of its wearer. When the wearer 
  casts a magical effect with a duration of concentration, the suit 
  of armor may concentrate on the magical effect in the wear-
  er’s place on subsequent rounds. The armor can only concen-
  trate for a total number of rounds equal to its enhancement 
  bonus, after which the effect ends (the wearer cannot choose 
  to concentrate on the effect again after giving it to the armor). 
  Although the armor is doing the concentrating, the magic still 
  originates from the wearer; damage taken requires the wearer 
  to make a concentration check or the armor ceases to con-
  centrate on the spell, just as if the wearer were still the one 
  concentrating on the effect.
  Construction Requirements
  Smith Magical Weapons and Armor, Mind sphere, Project 
  Thoughts
  Sacrificial
  Aura faint Destruction; CL 5
  Slot armor; Price +1 bonus; Weight -
  Description
  A suit of sacrificial armor is tied to its wearer’s lifeforce; when 
  its wearer is reduced to 0 hp or below, the armor explodes out 
  with magical energy, dealing 1d6 force damage per point of 
  enhancement bonus to all targets within 10 feet. This armor 
  can only explode with magic in this fashion once per hour; if 
  the wearer is healed to positive hit points and then reduced to 
  negative hit points again before an hour has past, this enchant-
  ment produces no effect.
  Construction Requirements
  Smith Magical Weapons and Armor, Destruction sphere, Force 
  Blast
  Wand Turret
  Aura moderate Enchantment; CL 10
  Slot armor; Price +2 bonus; Weight -
  Description
  A Tiny animated object attaches itself to the shoulder of a suit 
  of armor, it’s single limb able to hold a wand of any sphere 
  that contains an ability that requires a ranged touch attack. 
  A wand may be inserted into the wand turret as a standard 
  action and removed as a move action. Once inserted, the ar-
  mor’s wearer treats the wand as if it were wielded and may ac-
  tivate it as a swift action, but only for abilities that require a 
  ranged touch attack (such as the destructive blast ability of the 
  Destruction sphere when not applying a (blast shape) talent or 
  the ghost strike ability of the Death sphere when not applying 
  the Greater Ghost Strike talent). Any attack rolls made when 
  activating the wand as a swift action take a -5 penalty. This spe-
  cial ability must be applied to a suit of armor.
  Construction Requirements
  Smith Magical Weapons and Armor, Enhancement Sphere, 
  Animate Object
  Implement of Power Special 
  Abilities
  Aiming
  Aura faint Divination; CL 5
  Slot implement; Price +1 bonus; Weight -
  Description
  When using a sphere effect from a sphere to which this im-
  plement grants its enhancement bonus, you may apply the im-
  plement’s enhancement bonus to any attack and damage rolls 
  granted by the sphere effect.
  Construction Requirements
  Craft Implement of Power
  Erudite
  Aura faint Divination; CL 5
  Slot implement; Price +4,000 gp; Weight -
  Description
  While using this implement, the caster may apply its enhance-
  ment 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 af-
  fected. The skills affected (by sphere) are:
  
  Table: Erudite Skills
  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
  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
  Weapon Special Abilities
  Blood Dowsing
  Aura faint Divination; CL 5
  Slot weapon; Price +6,000 gp; Weight -
  Description
  This weapon special ability may be applied to any melee weap-
  on. Whenever a blood dowsing weapon is used to deal damage 
  to a creature, as a free action the wielder may attune the weap-
  on to the damaged creature. A willing creature can be attuned 
  by using the weapon to inflict 1 point of damage on themselves. 
  Once attuned, the wielder can spend a full-round action to 
  have the weapon point in the direction of the attuned crea-
  ture. This effect has a range of 1 mile per point of enhancement 
  bonus of the weapon. A blood dowsing weapon may be attuned 
  to a number of creatures equal to its enhancement bonus; if 
  the wielder attempts to attune additional creatures beyond 
  this limit, he may choose which previously attuned creature to 
  become unattuned. This is a (divine) effect but is not blocked 
  by wood or stone, though is still blocked by lead.
  Any creature that wields the weapon becomes aware of the 
  creature type and age of any attuned creatures as well as how 
  long ago they were attuned, but not any further information.
  Construction Requirements
  Smith Magical Weapons and Armor, Divination Sphere, 
  Dowsing; Price +3,000 gp
  Dimensional
  Aura faint Warp; CL 5
  Slot weapon; Price +4 bonus; Weight -
  Description
  A dimensional weapon warps space, allowing it to slash through 
  two places at once. Whenever a dimensional weapon is used 
  to make an attack action, it can issue the same attack against 
  another creature standing within 5 ft. of the intended target; 
  attack rolls are applied to both targets, though damage is rolled 
  separately.
  Construction Requirements
  Smith Magical Weapons and Armor, Warp Sphere, Quick 
  Teleport
  
  Hungry
  Aura faint Alteration; CL 5
  Slot weapon; Price +1 bonus; Weight -
  Description
  This enchantment can only be placed on a melee weapon or 
  a piece of ammunition. A hungry weapon has been enchanted 
  with a mouth; when this weapon strikes a target, the weapon 
  bites and tears its flesh. A hungry weapon deals bludgeoning, 
  piercing, and slashing damage. Additionally, the hungry weap-
  on can roar and snarl, granting the wielder of the hungry weap-
  on a circumstance bonus to Intimidate checks equal to the en-
  hancement bonus of the hungry weapon.
  Construction Requirements
  Smith Magical Weapons and Armor, Alteration Sphere, Object 
  Transformation
  Sail Torch
  Aura faint Destruction; CL 5
  Slot weapon; Price +500 gp; Weight -
  Description
  This enchantment makes siege weapon ammunition more ef-
  fective against sails and rigging, creating a burst of flame upon 
  striking its target to ignite what it does not tear apart. This 
  enchantment may be applied to a single piece of siege weapon 
  ammunition. Upon striking a target the ammunition releases a 
  burst of flame, which deals 3d6 fire damage in a 15 ft. burst. Any 
  creature or object that takes damage must make a DC 12 Reflex 
  save or catch fire, taking 1d6 fire damage per round. This fire 
  damage ignores the hardness of normal sails and rigging.
  Construction Requirements
  Distill Compound, Destruction sphere, Explosive Orb, Fire 
  Blast; Price +250 gp
  
  Feats
  Armorist Training
  Prerequisites: One or more of the following class features: 
  arcane pool, divine bond, sacred armor, sacred weapon.
  Benefit: You may add all the special abilities from the list 
  of special abilities an armorist may add to their summon and 
  bound weapons to the list of special abilities your weapons or 
  armor may possess. When you add weapon special abilities to a 
  weapon using your arcane pool, divine bond, or sacred weapon 
  ability, you may choose from the special abilities an armorist 
  has access to. Similarly, when you add special abilities to armor 
  using your sacred armor ability, you may choose armor special 
  abilities an armorist has access to.
  Armorist Trick
  Prerequisites: One or more of the following class features: 
  arcane pool, divine bond, sacred armor, sacred weapon.
  Benefit: You may choose an armorist’s arsenal trick that al-
  lows you to add special special abilities to the list of special 
  abilities your weapons or armor may possess. Treat your class 
  level as your armorist level when meeting the prerequisites for 
  this armorist trick. When you add weapon special abilities to 
  a weapon using your arcane pool, divine bond, or sacred weap-
  on ability, you may choose from the special abilities provided 
  by the trick. Similarly, when you add special abilities to armor 
  using your sacred armor ability, you may choose armor special 
  abilities provided by the trick. You may take this feat more 
  than once. Each time you do, choose a different arsenal trick, 
  or an arsenal trick that can be taken more than once.
  Grenade Master
  Benefit: When determining the save DC of an explosive or 
  splash weapons such as a potion, oil, alchemical weapon, or 
  dust you are activating, you may add your casting ability modi-
  fier (or Intelligence modifier, if you do not possess the casting 
  class feature) to the save DC. This only applies to explosives 
  and splash weapons that do not already add an ability modifier 
  to the DC (so while it would apply to alchemical weapons, it 
  would not apply to an Alchemist’s bomb class feature).
  Prepare Consumable
  Prerequisites: Caster level 1st.
  Benefit: When you gain this feat, choose a sphere. You may 
  create consumable magic items that rely on that sphere as if 
  you had the Capture Spell and Distill Compound feats. If you 
  possess the Capture Spell or Distill Compound feat as well, 
  then you can make those items in a number of minutes equal 
  to the number of hours it would have normally taken. You may 
  choose this feat more than once. Each time you do, choose a 
  different sphere.
  Item Mastery
  Prerequisites: Caster level 10th.
  Benefit: When determining the save DC of a magic item you 
  activate that determines its power by the formulae 10 + 1/2 the 
  item’s caster level, you may add your casting ability modifier 
  to the save DC. In addition, you may use your casting ability 
  modifier for any sphere effects from any magic item you ac-
  tivate that require it (such as the Chameleon talent from the 
  Light sphere).
  Versatile Crafter
  Prerequisites: Any one item creation feat.
  Benefit: When creating a magic item, you may create an item 
  even if you lack the base sphere or don’t have a high enough 
  caster level or MSB. This increases the DC of the item cre-
  ation check by +5 for each base sphere or individual caster lev-
  el/point of MSB bypassed in this fashion.
  Wand Charger
  Prerequisites: Craft Spell Engine, caster level 4th.
  Benefit: When recharging a wand, you may spend a number 
  spell points not exceeding half your caster level, restoring an 
  equal number of spell points to the wand. You may not ex-
  ceed the wand’s maximum charges this way. You may recharge 
  a wand more than once a day with this ability, but the total 
  transferred spell points cannot exceed half your caster level. 
  Additionally, you may count your caster level as 4 higher when 
  determining what wands you can recharge.
  Chapter 2
  Player Options
  
  Adventuring Gear
  Wand Bracer
  Price 200 gp; Weight 1 lb.
  This bracer consists of three cylinders as well as cords and 
  springs for rapidly drawing and recovering them. One wand 
  can be inserted into each tube as a full-round action. It can 
  then be drawn as a swift action and returned to its slot as a 
  move action. An arm wearing a wand bracer cannot be used to 
  wield a shield of any kind. A wand bracer can be made with a 
  DC 20 Craft (mechanical) check.
  Wand Buckler
  Price 505 gp; Weight 6 lbs.
  This wand bracer features a special mechanism for attaching 
  a masterwork buckler (included in the price), but otherwise 
  functions as a normal wand bracer. A wand buckler can be 
  made with a DC 25 Craft (mechanical) check combined with 
  a DC 20 Craft (armor) check. The buckler may be enchanted 
  as usual.
  Alchemical Creations
  Arcanis Venenum
  Price 3,000 gp; Weight ---
  During cell transport of imprisoned spellcasters, guards may 
  force-feed or contaminate the prisoner’s food with this poison 
  which, while odorless, tastes of mold spores and is the color of 
  rust. In liquid, the substance dissolves leaving an oily residue 
  that floats on its surface. Placing this toxin in steaming liquid 
  such as hot tea or coffee will cause the toxin to lose its potency, 
  having no effect if not ingested within 1 round of contaminat-
  ing the hot beverage.
  Caster levels drained from this poison may be restored by the 
  Restore Soul talent from the Life sphere (healing 1d2 caster 
  levels per casting), or completely healed by any ability that 
  removes energy drain (such as the Restore Mind and Body ad-
  vanced talent from the Life sphere). Casters who have their 
  caster level reduced to zero explicitly because of this poison are 
  unable to cast any spells or use any sphere talents or abilities.
  Type poison, ingested; Save Fortitude DC 17
  Frequency 1/round for 6 rounds
  Effect 1d6 caster levels drained; Cure 2 saves
  Alchemical Recipe
  Recipe* (1,500 Cold Iron + 500 Realgar + 300 Quicksilver)/
  Sublimation
  Craft DC 17
  Time* 1 day
  Tools retort
  Type poison
  Manaphage Poison
  More commonly used by witchhunters and inquisitors, this poison has a 
  mercurial appearance and seems to glow an eerie blue.
  Price 100 gp; Weight ---
  Spell points lost explicitly from this poison recover at the same 
  rate as ability damage, normally 1 spell point each day. Using 
  sphere talents or abilities that heal or restore ability damage 
  (such as the restore ability from the Life sphere) may also be 
  used to recover spell points lost from this poison, recovering 
  an equal number of spell points as ability damage that would 
  be healed.
  Type poison, injury; Save Fortitude DC 13
  Frequency 1/round for 4 rounds
  Effect 1 spell point lost; Cure 1 save
  Alchemical Recipe
  Recipe* (55 Cold Iron + 50 Phosphorous + 50 Quicksilver)/
  Congelation
  Craft DC 13
  Time* 10 minutes
  Tools alchemist’s lab
  Type poison
  Chapter 3
  Mundane Equipment
  
  are pulled toward each other 5 ft. the first round, and another 
  5 ft. in the second round. After two rounds, the tether hardens 
  and crumbles into dust. The tether has a hardness of 0, hit 
  points of 2, and if severed will stop pulling the target and/or 
  wielders of the canister. Teleporting while tethered will imme-
  diately break the tether.
  Alchemical Recipe
  Recipe* (5 Cytillesh Spores + 45 Magnesium + 45 Urea)/
  Congelation
  Craft DC 20
  Time* 10 minutes
  Tools alchemist’s lab
  Type weapon
  *Spontaneous Alchemy: Those utilizing the spontaneous alchemy vari-
  ant crafting system found in Pathfinder Player Companion: Alchemy 
  Manual, may utilize the recipe and crafting time listed for Alchemical 
  Creations listed here. Players otherwise craft these using the crafting 
  rules found in the Core Rulebook, pg 91-93.
  Kits
  Kit, Windfell Academy
  Price 30 gp; Weight 15 lbs
  While not mandatory, most junior students receive in their ac-
  ceptance letter a list of recommended items, most commonly 
  referred to as the Windfell Academy Kit. GM’s are encouraged 
  to include other additional options to the kit, as they deem 
  fit. This kit includes ink, an inkpen, a spell component pouch, 
  scholar’s outfit (3), parchment (50).
  For an additional 10 gp, this kit may include any one of the 
  following:
  Alchemical Focus: iron pot
  Animal Focus: cat, owl, or toad
  Arcane Focus: ring, staff, or wand
  Artifice Focus: artisan’s tools
  Bardic Focus: common musical instrument (2)
  Divine Focus: holy symbol (iron)
  Plant Focus: tiny planter
  Psionic Focus: dull grey ioun stone
  Psychic Focus: harrow deck or scrying mirror
  Scholar Focus: blank formula book, ritual book, or spellbook
  Weapons
  Arrow, Vial
  Price 5 gp; Weight 0.3 lb.
  This arrow carries a small vial, large enough to carry a single 
  dose of a contact poison, inhaled poison, formulae*, liquid al-
  chemical item, potion, oil, or dust. The vial is designed to shat-
  ter upon impact, releasing its content on or centered on the 
  target. A vial arrow deals no weapon damage. Filling the vial 
  requires a full-round action.
  *Spheres of Might
  Shifter’s Bane
  A bane of shapechangers, this toxin is often used by monster hunters and 
  adventurers to weed out those with multiple forms.
  Price 30 gp; Weight ---
  Essentially harmless to those who are not shapechangers, 
  this oily substance will disrupt a polymorph effect (such as a 
  shapeshift ability from the Alteration sphere) as well as a lycan-
  thrope’s ability to assume animal or hybrid forms, suppressing 
  it for no longer than 1 minute, after which time the toxin will 
  wear off and any remaining duration (if any) will continue as 
  normal. While under the effects of the toxin, polymorphing 
  and lycanthrope shapeshifting is impossible.
  Type poison, contact or ingested; Save Fortitude DC 15
  Frequency 1/round for 1 minute.
  Effect suppress polymorph effect; Cure 2 saves
  Alchemical Recipe
  Recipe* (10 Cold Iron + 10 Silver + 10 Wolfsbane)/Distillation
  Craft DC 15
  Time* 1 day
  Tools retort
  Type poison
  Vine-Tether Canister
  A small wooden vessel, often carved similar to a totem. When the lid 
  is released via a latch mechanism, a tough sticky substance bursts out-
  ward, and then suddenly retracts.
  Price 100 gp; Weight 1 lbs.
  This consumable alchemical device is often utilized for a va-
  riety of uses anywhere from tethering opponents to reaching 
  hard to reach places. Those wielding the canister may activate 
  it as a standard action, making a ranged touch attack against 
  a target within 20 feet. If the target weighs significantly less 
  than the wielder (creatures of smaller size or density), the tar-
  get is dragged toward the canister 10 ft. the first round, and 
  another 10 ft. in the second round. If the target 
  weighs significantly more than the wielder (a 
  greater size or density), those wielding the 
  canister are pulled toward the target 10 ft. 
  the first round, and another 10 ft. in the 
  second round. If both the target and the 
  wielder of the canister are of mostly 
  similar weight (the same size 
  category and densi-
  ty), then both 
  
  Bolt, Vial
  Price 5 gp; Weight 0.3 lb.
  This crossbow bolt carries a small vial, large enough to carry 
  a single dose of a contact poison, inhaled poison, formulae*, 
  liquid alchemical item, potion, oil, or dust. The vial is designed 
  to shatter upon impact, releasing its content on or centered on 
  the target. A vial bolt deals no weapon damage. Filling the vial 
  requires a full-round action.
  *Spheres of Might
  Injector Shot
  Price 15 gp; Weight 0.1 lbs.
  An injector shot is a special kind of alchemical cartridge often 
  used by bounty hunters and others who wish to subdue targets 
  while keeping them alive. An injector shot is designed to hold a 
  dose of injury poison, and while most injury poisons can simply 
  be applies to a shot like any other type of ammunition, an in-
  jector shot is designed to deliver the poison through injection; 
  an injector shot deals nonlethal damage instead of lethal dam-
  age in addition to delivering the poison. Filling an injector shot 
  requires a full-round action.
  Shatter Shot
  Price 15 gp; Weight 0.1 lbs.
  A shatter shot is a special type of alchemical cartridge designed 
  to hold a single dose of a contact poison, inhaled poison, for-
  mulae*, liquid alchemical item, potion, oil, or dust. The shatter 
  shot is designed to shatter upon impact, releasing its content 
  on or centered on the target. A shatter shot deals no weapon 
  damage. Filling the vial requires a full-round action.
  Splatter Shot
  Price 25 gp; Weight -
  A splatter shot is a special type of alchemical cartridge de-
  signed for firearms with the scatter weapon quality. A splatter 
  shot is designed to hold 2 doses of a contact or injury poison; if 
  only loaded with one dose or a dose from 2 different poisons, it 
  is ineffective. When fired, every target damaged by the scatter 
  shot are also affected by the included poison. Filling a splatter 
  shot requires a full-round action.
  Ritual Books
  Diary of a Conspiracy Theorist (Divination)
  Aura faint Divination; CL 4
  Slot none; Price 240 gp; Weight 1.5 lb
  Description
  This tattered book has a cover made from a thin sheet of lead 
  and contains the ramblings of a thaumaturge who went insane, 
  insisting that an unknown entity was out to get them. A num-
  ber of similar ritual books have turned up each written by a 
  different hand telling their own personal fall and descent into 
  madness.
  Rituals
  0—detect poison, guidance
  1st—detect thoughts
  2nd—augury
  Construction Requirements
  Craft Rituals, Ritual Caster feat, Divination sphere; Cost 60 
  gp.
  Grimoire of Nature’s Wrath (Nature)
  Aura overwhelming Nature; CL 18
  Slot none; Price 13,520 gp; Weight 2 lb
  Description
  This ritual book is usually hidden away by a Grand Archdruid, 
  only to be removed when nature beckons for a life reset. Each 
  copy of this tome is described different from the others, so 
  while one may be stone tablets bound with vines, another 
  might be a book of inscribed leaves.
  Rituals
  4th—ice storm
  7th—firestorm
  8th—control plants, earthquake, repel metal or stone
  9th—sympathy
  Construction Requirements
  Craft Rituals, Ritual Caster feat, Nature sphere; Cost 3,380 gp.
  Novice Guide to Triage (Life)
  Aura faint Life; CL 2
  Slot none; Price 140 gp; Weight 1 lb
  Description
  These bone-white books contain medical expertise on how to 
  accurately sort the wounded, treat for shock, and bind bleeding 
  wounds. Initially, these were handed out to soldiers by mem-
  bers of the White Lotus Cult, but distribution was eventually 
  put to an end. Ironically, more patients had died by untrained 
  novices when they spent minutes searching the books instead 
  of binding the injured wounds, than those saved.
  Rituals
  0—stabilize
  1st—cure light wounds, deathwatch, remove fear
  Construction Requirements
  Craft Rituals, Ritual Caster feat, Life sphere; Cost 35 gp.
  Primer of Catastrophic Weather (Weather)
  Aura overwhelming Weather; CL 18
  Slot none; Price 14,840 gp; Weight 2 lb
  Description
  Usually bound in a charred cover, this ritual book has been 
  used in the past to demolish entire metropolises. While possi-
  ble that a rare copy or two may be locked away in the forbid-
  den archives of the Whitecloud Monastery organization, it is 
  loudly proclaimed illegal on grounds of suspected terrorism to 
  be in possession of such books without proper documentation 
  and permits.
  Rituals
  7th—control weather, firestorm
  8th—reverse gravity, sunburst, whirlwind
  9th—storm of vengeance
  
  Construction Requirements
  Craft Rituals, Ritual Caster feat, Weather sphere; Cost 3,710 
  gp.
  Rituals of Primordial Aspects (Nature)
  Aura overwhelming Nature; CL 18
  Slot none; Price 9,720 gp; Weight 1 lb
  Description
  This book’s cover appears to be made from the skins of dif-
  ferent elemental humanoids including ifrit, oread, sylph, and 
  undine. The contents of its pages gives a detailed synopsis of 
  each of the primordial planes, the denizens within, and how to 
  bring them into being.
  Rituals
  9th—elemental swarm, shambler, summon nature’s ally IX
  Construction Requirements
  Craft Rituals, Ritual Caster feat, Nature sphere; Cost 2,430 
  gp.
  Tome of Esoteric Research (Divination)
  Aura faint Divination; CL 2
  Slot none; Price 80 gp; Weight 1 lb
  Description
  It is not uncommon for a library established by the Blue Cowl 
  organization to find a copy of this ritual book on its shelves. 
  The ritual book usually has a blue leather cover with silver or 
  grey stitching and embroidered lettering.
  Rituals
  0—detect magic, read magic
  1st—identify
  Construction Requirements
  Craft Rituals, Ritual Caster feat, Divination sphere; Cost 20 
  gp.
  Tome of Form Mastery (Alteration)
  Aura overwhelming Alteration; CL 18
  Slot none; Price 17,400 gp; Weight 1 lb
  Description
  The cover of this ritual book is aberrant and appears to change 
  color periodically. Inside, the tome contains and incanter’s 
  notes on what she believes to be the ultimate transformation 
  rituals.
  Rituals
  7th—greater polymorph, plant shape III
  8th—animal shapes, form of the dragon III, form of the giant 
  II, polymorph any object
  9th—shapechange
  Construction Requirements
  Craft Rituals, Ritual Caster feat, Alteration sphere; Cost 4,350 
  gp.
  
  Armor
  Doublet of the Elementalist
  Aura moderate Destruction and Nature; CL 8th; Slot chest; 
  Price 38,400 gp; Weight --
  Description
  This doublet is crafted from brown/grey wool, with mountain 
  scenery embroidered on its back. It grants the wearer a +3 en-
  hancement bonus to their caster level with both the Nature 
  sphere and the Destruction sphere. Additionally, once per day 
  the wearer can transform themselves into a tree; they can be-
  come up to 1 size larger or smaller and lose the ability to take 
  any physical actions but can still think and observe the world 
  around them. They gain hardness 5 and take half damage from 
  energy attacks but gain no increased hit points. They can re-
  main a tree for up to 8 hours at a time, but can return to their 
  normal form as a move action; being a tree for 8 hours counts 
  as resting for the purpose of regaining spell points and other 
  benefits, although the tree-character remains conscious the 
  entire time.
  Construction Requirements
  Craft Implement of Power, Craft Marvelous Item, Destruction 
  sphere, Nature sphere; Cost 19,200 gp
  Friendly Scarves
  Aura moderate enhancement; CL 6th; Slot armor; Price 
  18,300 gp; Weight 8 lbs.
  Description
  This set of +2 dancing scarves have been animated in such a 
  way that they seem to blow in the wind even when no wind is 
  present, granting the wearer half their armor bonus even on 
  rounds when the wearer has not moved at least 10 feet. They 
  also add their enhancement bonus to Bluff checks made to 
  feint in combat, which stacks with the circumstance bonus 
  dancing scarves always grant.
  Additionally, the wearer may use the scarves as a set of ex-
  tra hands; the scarves cannot handle weapons or shields well 
  enough to make attacks or provide bonuses, nor can they per-
  form most skill checks or somatic casting components, but 
  they can hold up to 2 hands-worth of items and can grab items 
  within reach or retrieve small, stowed objects carried on the 
  wearer as a swift action. Switching an item from the scarves to 
  a free hand is a free action.
  Construction Requirements
  Craft Apparatus, Smith Magical Weapons and Armor, 
  Enhancement sphere, Animate Object; Cost 10,300 gp
  Chapter 4
  Magic Items
  
  Weeping Demon
  Aura strong Blood; CL 12
  Slot armor; Price 76,180 gp; Weight 20 lbs.
  Description
  The weeping demon is a +4 studded leather armor that bears 
  the shape of a face on its front, as if the whole thing were craft-
  ed from the hide of an enormous demonic creature.
  It is possible for the wearer of the weeping demon armor to 
  feed blood to the demonic face on the front of the armor; if 
  the wearer has scored a critical hit or dealt bleed damage to a 
  target or is suffering bleed damage themselves, they can feed 
  the blood on their weapon or from their bleeding body to the 
  armor as a standard action, or they can cut themselves with a 
  slashing or piercing weapon and feed it to the armor as a full-
  round action, dealing 1d4 damage to themselves in the process. 
  Feeding blood to the armor consumes the blood; this ability 
  can be used as often as the wearer desires, but only if they can 
  produce new fresh blood for each use.
  When the weeping demon is fed blood in this manner, it cries 
  blood from its eyes and wails an otherworldly shriek for 12 
  rounds; stealth becomes all but impossible, and all living crea-
  tures who come within 60 ft. of the wearer (except for the 
  wearer itself) must pass a DC 16 Fortitude save or begin to cry 
  blood from their own eyes; They become blinded until the end 
  of the armor’s effect duration. Targets who come within 60 ft. 
  of the target during their turn or begin their turn within this 
  area must make this save, and creatures who pass their save or 
  continue to remain within the affected area must make new 
  saves on future rounds.
  Construction Requirements
  Smith Magical Weapons and Armor, Blood sphere, Eye Bleed; 
  Cost 38,180 gp.
  Potions
  Acorn of Pummeling Branches
  Aura faint Nature; CL 3
  Slot none; Price 450 gp; Weight -
  Description
  This single acorn, when struck against a hard surface, will ac-
  tivate, instantaneously growing a Medium-sized oak tree. The 
  oak tree, once grown, will proceed to attack any enemies of 
  its creator as if under the effects of the Nature sphere ability 
  pummel from the plantlife geomancing package for 3 rounds. 
  The oak sapling has an AC of 8, hardness of 5, and 5 hit points, 
  as well as a Strength score of 13, attack bonus of +4, and deals 
  1d6+1 bludgeoning damage with a reach of 5 feet.
  Construction Requirements
  Distill Compound, Nature sphere, Grow Plants; Cost 225 gp
  Brew of the Dungeoneer
  Aura faint Divination; CL 4
  Slot none; Price 800 gp; Weight -
  Description
  This milky grey substance has a musky smell and a taste of dirt 
  and grime. Those that drink the potion gain a bonus of +2 to 
  Disable Device and Perception skill checks related to traps, 
  and the ability to disarm magical traps as if they possessed the 
  trapfinding rogue class feature. The effects of the potion have 
  a duration of 4 hours.
  Construction Requirements
  Distill Compound, Divination sphere, See Hazard, Trapfinding; 
  Cost 400 gp
  Crystal Grenade
  Aura faint Destruction; CL 1
  Slot none; Price 150 gp; Weight -
  Description
  This grenade is considered a thrown splash weapon. It deals 
  1d4 piercing damage in an 10-ft. radius burst centered on 
  the target. Any creature receiving damage must make a DC 
  10 Reflex save or become entangled and unable to move. The 
  affected area becomes overgrown with crystal and counts as 
  difficult terrain. Breaking free of the entangled condition is a 
  move action, requiring either a Strength check or an Escape 
  Artist check against the grenade’s save DC. A target may also 
  destroy the crystal on a square or creature by dealing 3 damage 
  per caster level (normally CL 1) to the crystal. This removes the 
  entangled condition from the creature and destroys the diffi-
  cult terrain. The crystal disappears after 1 minute.
  Construction Requirements
  Distill Compound, Destruction sphere, Explosive Orb, Crystal 
  Blast; Cost 75 gp
  Elixir of Renewal
  Aura faint Life and Enhancement; CL 1
  Slot none; Price 250 gp; Weight -
  Description
  This potion is much sought after not because of its power, but 
  because of its legendary sweet taste which leaves the drinker 
  euphoric afterward. Its low combustion temperature makes it 
  unsuitable for use in baking, but it is often used to flavor the 
  drinks of the very rich.
  When a person drinks the elixir, they regain 2 spell points that 
  can only increase their current spell point pool to a maximum 
  of 4 (or up to their true maximum, if that is lower). Drinking 
  the elixir also causes the drinker to be dazed for one round. A 
  drinker can only benefit from this potion once per day.
  Construction Requirements
  Distill Compound; Life Sphere, Enhancement Sphere, Cost 
  125 gp
  
  Elixir of Spell Cleansing, Greater
  Aura moderate Life; CL 10
  Slot none; Price 1,000 gp; Weight -
  Description
  An emergency tool for removing enchantments in a hurry. 
  When a person drinks the elixir, he may choose up to 3 ongo-
  ing magical effects affecting him. The elixir makes an magic 
  skill check with an MSB of +10 to dispel the effects, as the 
  Improved Counterspell feat.
  Construction Requirements
  Distill Compound, Life Sphere, Break Enchantment; Cost 
  500 gp
  Elixir of Spell Cleansing, Lesser
  Aura faint Life; CL 5
  Slot none; Price 250 gp; Weight -
  Description
  An emergency tool for removing enchantments in a hurry. 
  When a person drinks the elixir, he may choose a single on-
  going magical effect affecting him. The elixir makes an mag-
  ic skill check with an MSB of +5 to dispel the effect, as the 
  Counterspell feat.
  Construction Requirements
  Distill Compound, Life Sphere, Break Enchantment; Cost 175 
  gp
  Incendiary Grenade
  Aura faint Destruction; CL 5
  Slot none; Price 1,000 gp; Weight -
  Description
  This grenade is thrown as a thrown splash weapon. It deals 
  5d6 fire damage in a 15-ft. radius burst centered on the tar-
  get. Any target or object that takes damage must succeed on 
  a DC 12 Reflex save or catch on fire, taking 1d6 fire damage 
  per round until extinguished or takes no damage for 2 consec-
  utive rounds. Each round the target may make another Reflex 
  save to attempt to extinguish the flames. Rolling on the ground 
  or using a blanket to smother the flames (a full-round action) 
  grants the target a +4 bonus to that round’s saving throw.
  Construction Requirements
  Distill Compound, Destruction sphere, Explosive Orb, Fire 
  Blast; Cost 500 gp
  Infiltration Potion
  Aura moderate Alteration; CL 6
  Slot none; Price 900 gp; Weight -
  Description
  This thick, mud-like slop is odorless and tasteless until prepared 
  for consumption, which is done by adding a sample of a specif-
  ic individual (usually a hair clipping). After adding the creature 
  sample, the brew begins to bubble forth odors like unto the 
  creature. Those that drink this potion will find themselves un-
  der the effects of the Alteration shapeshift ability modified by 
  the Perfect Imitation talent for 1 hour. However, if the sample 
  added is not of a humanoid, they instead find themselves under 
  the effects of the Alteration shapeshift ability with the form 
  granted by the Anthropomorphic Transformation talent for 1 
  hour. In either case they acquire their choice of two traits from 
  the Blank Form which they may apply to the shapeshift.
  Construction Requirements
  Distill Compound, Alteration sphere, Perfect Imitation; Cost 
  450 gp
  Quintessential Oil
  Aura faint Enhancement; CL 1
  Slot none; Price 500 gp; Weight -
  Description
  This is a thick, clear-ish oil that takes on a color when imbued 
  with a sphere ability. Any sphere caster can imbue this oil with 
  a sphere ability that affects a single creature. Doing so uses 
  any spell points required. The next creature to touch the oil 
  becomes subject to that effect. Imbuing the oil takes as long 
  as using the sphere ability, and once imbued, the oil remains 
  effective for 4 hours; if not used on a target before the time 
  expires, the oil congeals and becomes useless.
  The oil is thick enough and potent enough to be used as a con-
  tact poison, and may be applied to a weapon.
  Construction Requirements
  Distill Compound; Cost 250 gp
  Stimulant of Sphere Focus
  Aura faint Enhancement, moderate other (depends on the af-
  fected sphere); CL 3rd (+1), 6th (+2), 9th (+3), 12th (+4), 15th (+5)
  Slot none; Price 100 gp (+1), 400 gp (+2), 900 gp (+3), 1,200 gp 
  (+4), 1,500 gp (+5); Weight -
  Description
  This thick, opaque brew comes in different swirling colors, 
  the combination of which represents the specific sphere that 
  it affects. The stimulant grants the drinker an enhancement 
  bonus to the caster level of a specific sphere for one minute. 
  The crafter must possess a caster level of at least 3x the en-
  hancement bonus granted, and cannot exceed an enhancement 
  bonus of +5.
  Construction Requirements
  Distill Compound; Cost 50 gp (+1), 200 gp (+2), 450 gp (+3), 
  600 gp (+4), 750 gp (+5)
  Rings
  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 
  
  In addition, once per day the wearer can cast a spell that ig-
  nores 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
  Shields
  Shield of Blessings and Curses
  Aura moderate Enhancement; CL 10
  Slot shield; Price 2,659 gp; Weight 2 lbs.
  Description
  The shield of blessings and curses is a +2 light steel shield that 
  can resize itself for whatever creature is wearing it. Whenever 
  the creature wearing the shield is missed by a physical attack 
  by 3 or less (the AC bonus provided by the shield), the shield 
  has blocked the attack and a random wild magic event hap-
  pens. The character rolls using whichever source of wild mag-
  ic the GM chooses to use, such as the universal chart from 
  the Wild Magic handbook, a rod of wonder chart, or anoth-
  er source. However events are determined, the wearer of the 
  shield is considered the caster and the striker of the shield is 
  considered the intended target, if such things are important to 
  the wild magic event created.
  A character may create a wild magic effect by striking the 
  shield himself or having an ally do so intentionally.
  Construction Requirements
  Smith Magical Weapons and Armor, able to cast sphere effects 
  with a wild magic chance; Cost 1,409 gp.
  Souleater
  Aura moderate Death; CL 10
  Slot shield; Price 68,000 gp; Weight -
  Description
  Souleater is a +3 heavy wooden shield with the ghost touch spe-
  cial ability; indeed, the shield itself is weightless and transpar-
  ent and appears to be ethereal, although it can be touched by 
  corporeal hands without issue.
  Whenever the bearer of souleater strikes a melee blow to a 
  target that kills it (such as through a coup de grace), the target 
  must pass a DC 17 Will save or have their soul become trapped 
  within the shield. Only one soul can be trapped within the 
  shield at a time; trapping another soul cause the first one to go 
  free, returning it to the afterlife where it belongs.
  The wearer of the shield can use the Summon Spirit advanced 
  Death talent upon the soul trapped within the shield; this can 
  be done at will and requires only a full-round action rather 
  than an hour, and is always successful. The wearer of souleater 
  can return the summoned soul to the shield or release it into 
  the afterlife as a free action.
  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 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-re-
  ducing abilities do not stack with this one.
  Construction Requirements
  Forge Charm; Cost 15,000 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 addi-
  tional 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).
  
  Construction Requirements
  Smith Magical Weapons and Armor, Creation sphere, 
  Expanded Materials, Enhancement sphere; Cost 34,000 gp.
  Stopgap
  Aura moderate Creation and Enhancement; CL 10
  Slot shield; Price 10,170 gp; Weight 5 lbs.
  Description
  Stopgap is a +2 heavy steel shield which can, upon command, 
  grow to an increased size. The shield becomes a 10 ft. by 10 ft. 
  wall that is 1 inch thick; if it is in a space where it cannot grow 
  to its full size, then it grows to the largest size that it can, com-
  pletely plugging the allotted space.
  It is possible to use the shield’s wall form to attack creatures in 
  one of two ways; either by flattening them underneath the wall 
  when it is created, or by attempting to trap them with the edge 
  of the shield by pushing them against a wall when the shield 
  grows to its full size and plugs the available space. In both cas-
  es any creatures within the affected area are allowed a DC 15 
  Reflex save to avoid being struck. If they fail they either be-
  come trapped by the shield’s wall against another wall (unable 
  to move but still able to act), or suffer 6d8 bludgeoning damage 
  from the falling wall and become prone; they are trapped under 
  the wall and cannot move, but can escape through a DC 20 
  Escape Artist check.
  When the shield has grown into a wall, it is virtually immov-
  able. It has 14 hardness and 25 hp, and a break DC of 28.
  A creature must be wearing stopgap in order to grow or shrink 
  the shield (a standard action either way). If the wearer removes 
  the shield once it has been grown it remains in its wall form 
  until someone straps the shield on and commands the shield 
  to shrink. If the shield is broken while in wall form, it remains 
  broken when returned to its shield form and cannot return to 
  its wall form until repaired.
  Construction Requirements
  Smith Magical Weapons and Armor, Creation sphere, 
  Expanded Materials, Enhancement sphere; Cost 5,170 gp.
  Staves
  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 lev-
  el with the Conjuration and Death spheres. Enhancement bo-
  nuses 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 sav-
  ing 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 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 in-
  side 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
  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
  Wands
  Dungeoneer’s Box
  Aura faint Divination; CL 8
  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 no-
  tice 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
  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 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 
  spoint from the wand to cast any level 0 spell (from any spell 
  list).
  Construction Requirements
  Craft Wand, Cantrips feat; Cost 250 gp
  Wand of Mana Siphoning
  This elmwood wand has dwarven runes carved into the handle which 
  translate to “mage anathema”.
  Aura faint Destruction; CL 2nd; Slot none; Price 1,000 gp; 
  Weight 0.5 lbs.
  Description
  This wand of Destruction lacks the base destructive blast abil-
  ity 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 com-
  pletely dry.
  Aura moderate Life; CL 8th; 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; 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) tal-
  ents, 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
  Weapons
  Blade of the Inspiring Herald
  A fine steel blade with gold filigree inlaid at the handle bearing a crest 
  from a noble house.
  Aura strong Mind; CL 14th; Slot none; Price 98,000 gp; 
  Weight 4 lbs
  Description
  The blade of the inspiring herald is a +1 courageous rapier that 
  also grants its user a +5 enhancement bonus to caster level with 
  the Mind sphere.
  Construction Requirements
  Smith Magical Weapons and Armor, Craft Staff, Mind sphere; 
  Cost 49,000 gp
  
  Dragonbone Pistol
  Aura moderate Enhancement; CL 10
  Slot weapon; Price 33,300; Weight 4 lbs.
  Description
  A dragonbone firearm is a +1 flaming pistol that appears to be 
  mostly carved from a single piece of bone, with small pieces 
  made of other bone fragments. Draconic runes are inscribed 
  along its barrel, and a DC 20 Heal check will reveal that it is 
  alive. In fact, if damaged or even destroyed, the weapon will 
  regenerate in 1d6 hours.
  A dragonbone pistol can be used to deliver sphere effects. 
  The spell must have a single target, require an attack roll, and 
  must have a range beyond touch, such as a destructive blast 
  (Destruction sphere) or ghost strike (Death sphere). When 
  used to deliver spells this way, an attack is made as part of the 
  casting, and if it hits, the target takes the effects of the spell 
  and of being hit with the firearm. The firearm must fire a single 
  shot as part of the spell, the charge can not be held and used 
  later. A critical hit does not change any damage the sphere abil-
  ity might do.
  A misfire with a dragonbone pistol causes the spell to be imme-
  diately lost. The enhancement bonus from a dragonbone pistol 
  increases the caster level of a spell used with it in the same way 
  a power staff would, and the bonus from a staff does not stack 
  with the bonus from this weapon.
  Construction Requirements
  Smith Magical Weapons and Armor, Enhancement sphere, 
  Destruction sphere, Fire Blast; Cost 17,300 gp
  Ghost Grip Gauntlets
  Aura moderate Death; CL 10
  Price 30,304 gp; Weight 1 lb.
  Description
  These +1 cold iron ghost touch gauntlets allow the wearer to 
  ignore the immunity to tripping and grappling granted by the 
  incorporeal property. The wearer may treat attacks made with 
  these gloves as unarmed strikes if beneficial.
  Construction Requirements
  Smith Magical Weapons and Armor; Warp sphere, Price 
  15,304 gp
  Wondrous Items
  Amulet of the Revealing Eye
  Aura faint Divination and Light; CL 3
  Slot neck; Price 10,800 gp; Weight -;
  Description
  Three times per day, you may activate this amulet as a standard 
  action. Doing so produces a 60-ft. cone of bright light for 3 
  rounds that reveals all hidden creatures and objects as well as 
  anything expressly designed to be hidden. Creatures and ob-
  jects lose all the benefits of invisibility for as long as they are 
  within the area of bright light. Hidden objects include secret 
  doors, hidden caches, and secret compartments. Not only 
  does this detect the presence of such secrets, but it also gives 
  you knowledge of their trigger mechanisms. This only detects 
  doors, passages, and openings specifically designed to avoid de-
  tection. The orientation of the cone may be changed once per 
  turn as a free action.
  Construction Requirements
  Craft Marvelous Item; Light sphere, Divination sphere, Cost 
  5,400 gp
  Animate Wand Bracers
  Aura faint Enhancement and Mind; CL 5
  Slot wrist; Price 4,200 gp; Weight 1 lbs.
  Description
  While this appears to be a normal wand bracer (see Section 
  4), it has been animated to perform its duties automatically, 
  responding to mental signals from their wearer. Drawing and 
  stowing wands from this bracer is a free action that can be 
  performed even when it is not your turn.
  Construction Requirements
  Craft Apparatus, Enhancement sphere, Animate Object, Mind 
  sphere, Read Mind; Cost 2,200 gp.
  Arcane Orrery
  Aura moderate Illusion; CL 10
  Slot none; Price 10,000 gp; Weight 5
  Description
  This small leather case can be opened to reveal illusory floating 
  spheres orbiting each other in an indiscernible pattern, tied 
  together with magical texts flowing and shifting, describing 
  their relationships to each other. Setting up the arcane orrery 
  is a standard action. Using it while researching a new ritual or 
  spellcrafting a new spell grants a +5 insight bonus on Spellcraft 
  checks to create the ritual or spell.
  Construction Requirements
  Craft Apparatus, Craft Ritual or Spellcrafting feats; Cost 
  5,000 gp.
  Bonded Notebooks
  Aura faint Divination; CL 5
  Slot none; Price 5,000 gp; Weight 2 lbs (set)
  Description
  A set of two identical leather-bound books of modest size, per-
  manently linked to each other when created. Whatever is writ-
  ten in one book instantaneously appears on the corresponding 
  page of the other, so long as they are on the same plane. Each 
  page can hold up to 100 words and each book contains 50 pag-
  es. The backs and fronts of pages can be written on. A bond-
  ed notebook cannot be fitted with new pages; once the space 
  inside has been used, the bonded notebooks become virtually 
  worthless.
  Construction Requirements
  Craft Apparatus; Divination sphere, Cost 2,500 gp
  
  Bonded Quills
  Aura faint Creation and Divination; CL 5
  Slot none; Price 5,000 gp; Weight -
  Description
  These feather quills come in pairs. Each quill functions as a 
  quill of endless ink. When both are held by a willing creature, 
  any writing produced by one quill is instantly reproduced by 
  the other, so long as both are on the same plane. A creature 
  holding one quill is always aware if the other quill is being held 
  by a willing creature, though no other information about that 
  creature is gained. This cannot be used to create two copies at 
  once of a scroll, spellbook, or other magical writing.
  Construction Requirements
  Craft Apparatus, Creation sphere, Divination sphere; Cost 
  2,500 gp
  Divine Symbol
  Aura faint Fate; CL 1st
  Slot holy symbol; Price 500 gp; Weight -
  Description
  A divine symbol is a holy symbol that is especially attuned to 
  4-5 domains of a particular deity. To activate the divine symbol, 
  the user must possess two or more of the attuned domains and 
  expend a use of channel energy. Activating the channel focus 
  will grant a +1 profane or sacred bonus to caster level to the 
  spheres matching the attuned domains for 1 hour. Deities that 
  channel positive energy grant sacred bonuses, while those that 
  channel negative energy grant profane bonuses. Deities that 
  can channel both or either or types of energy have their divine 
  symbol’s bonus type chosen when it is created.
  Construction Requirements
  Forge Charm, channel energy; Cost +250 gp
  GMs who want to randomly generate a divine symbol may uti-
  lize the table below. This table is based upon the deities of the 
  Skybourne campaign setting; GMs not using Skybourne may 
  rename the following deities or substitute their own.
  Deities of Skybourne
  The Gods
  d8
  Name
  Domains
  Spheres
  1
  Espen
  Community, Good, 
  Knowledge, Law, 
  Protection
  Divination, Fate, 
  Protection
  2
  Gewen
  Animal, Chaos, 
  Charm, Healing, 
  Plant
  Alteration, Fate, 
  Life, Mind, Nature 
  (plantlife)
  3
  Noresche
  Artifice, Earth, 
  Knowledge, Luck, 
  Madness
  Creation, Fate, 
  Nature (metal)
  4
  Quincedes
  Animal, Chaos, 
  Liberation, Repose, 
  Trickery
  Alteration, Death, 
  Fate, Mind, Nature 
  (spirit)
  5
  Saint 
  Baradas
  Chaos, 
  Destruction, Glory, 
  Good, Strength
  Destruction, 
  Enhancement, Fate
  6
  Saint 
  Jarron
  Glory, Good, Law, 
  Nobility, War
  Fate, Light, War
  7
  Tarrum
  Artifice, 
  Community, Law, 
  Nobility, Travel
  Creation, 
  Protection, Warp
  8
  Teilum
  Charm, Liberation, 
  Luck, Travel, 
  Trickery.
  Fate, Mind, Warp
  The Fiends
  d8
  Name
  Domains
  Spheres
  1
  Anatakra
  Artifice, Death, 
  Healing, Magic, 
  Rune
  Creation, Death, 
  Life
  2
  Aushet
  Darkness, Death, 
  Destruction, 
  Luck, Trickery
  Dark, Death, 
  Destruction, Fate
  3
  Dagorath
  Chaos, 
  Destruction, Evil, 
  Fire, Strength
  Destruction, 
  Enhancement, Fate, 
  Nature (fire)
  4
  Domina
  Charm, Evil, Law, 
  Madness, Trickery
  Fate, Illusion, Mind
  5
  Namoosh
  Community, 
  Evil, Law, Travel, 
  Trickery
  Fate, Illusion, 
  Protection, Warp
  6
  Quibareth
  Chaos, 
  Destruction, Evil, 
  Madness, Plant
  Destruction, Fate, 
  Mind, Nature 
  (plantlife)
  7
  Rivshe
  Chaos, 
  Destruction, 
  Evil, Madness, 
  Protection
  Destruction, Fate, 
  Mind, Protection
  8
  Violesh
  Evil, Law, Magic, 
  Nobility, Rune
  Divination, 
  Enhancement, Fate, 
  War
  The Primordials
  d6
  Name
  Domains
  Spheres
  1
  Frost 
  Father
  Air, Animal, 
  Strength, Water, 
  Weather
  Alteration, 
  Enhancement, 
  Nature (air and 
  water), Weather
  2
  Gaios
  Animal, Earth, 
  Plant, Repose, War
  Alteration, Life, 
  Nature (earth and 
  plantlife), War
  
  3
  Lady 
  Alura
  Darkness, 
  Knowledge, Luck, 
  Madness, Magic
  Dark, Divination, 
  Fate, Mind
  4
  Lord 
  Kraios
  Knowledge, Luck, 
  Magic, Rune, Sun
  Divination, 
  Enhancement, 
  Fate, Light
  5
  Mother 
  Maedra
  Community, 
  Darkness, Death, 
  Repose, Water
  Dark, Death, Life, 
  Nature (water), 
  Protection
  6
  Vuulm
  Artifice, 
  Destruction, Earth, 
  Fire, Protection
  Creation, 
  Destruction, 
  Nature (earth and 
  fire), Protection
  The Fey Lords
  d3
  Name
  Domains
  Spheres
  1
  Mab
  Charm, Darkness, Evil, 
  Madness, Trickery
  Dark, Fate, 
  Mind
  2
  Oberon
  Glory, Luck, Nobility, 
  Protection, Sun
  Enhancement, 
  Fate, Light, 
  Protection, 
  War
  3
  The Fates
  Chaos, Evil, Good, Law, 
  Luck
  Fate
  The Philosophies
  d2
  Name
  Domains
  Spheres
  1
  The Way
  Community, 
  Knowledge, Law, 
  Protection
  Divination, Fate, 
  Protection
  2
  7th Sphere
  Animal, Chaos, 
  Plant, Strength
  Alteration, 
  Enhancement, 
  Fate, Nature 
  (plantlife)
  Entropic Gloves
  Aura moderate Destruction; CL 12
  Slot hands; Price 60,000 gp; Weight -
  Description
  Once per round, when you use a sphere ability that deals hit 
  point damage, you do an extra point of damage per caster level. 
  This is a free action.
  Construction Requirements
  Craft Marvelous Item, Destruction sphere; Cost 30,000 gp
  Field Researcher’s Lenses
  Aura faint Divination and Destruction; CL 10
  Slot eyes; Price 15,000 gp; Weight -
  Description
  These glasses are sturdier than they look, and stay unnaturally 
  clean as grime slides off them. When worn by someone with 
  the studied strike class feature (such as an investigator), the 
  damage from his or her studied strike increases by 1d6. In ad-
  dition, whenever they make a studied strike, they may spend a 
  spell point to double the number of dice rolled.
  Construction Requirements
  Craft Apparatus; Cost 7,500 gp
  Goggles of Magic Sight
  Aura faint Divination; CL 1th
  Slot eyes; Price 1,200 gp; Weight 1 lb.
  Description
  This goggles look like simple goggles used by fliers, but closer 
  inspection reveals that the glasses can be rotated. Moving both 
  glasses to the right position provides the effects of the stan-
  dard divine effect of the Divination sphere. The effect persists 
  until the user ceases concentration, after which both glasses 
  snap back to their original position. These goggles can be used 
  3 times per day.
  Construction Requirements
  Craft Marvelous Item, Divination sphere; Cost 600 gp
  Gloves of the Trickster
  These fingerless white leather gloves are usually are form fitting, and 
  slip with ease.
  Aura faint Illusion and Telekinesis; CL 8th; Slot hands; Price 
  20,000 gp; Weight --
  Description
  These leather gloves work best when used together as a set. 
  While worn separately, they grant the wearer either a +1 en-
  hancement bonus to caster level with either the Illusion or 
  Telekinesis spheres (chosen at random each time they put the 
  glove on). If both are worn by the same creature however, they 
  grant a +2 enhancement bonus to caster level with both the 
  Illusion and Telekinesis spheres. Gloves of the tricksters are 
  crafted as a set, and are thus only bought and sold in pairs.
  Construction Requirements
  Craft Implement of Power, Illusion sphere, Telekinesis sphere; 
  Cost 10,000 gp
  Origami Charm
  Aura faint Enhancement; CL 1
  Slot none; Price 75; Weight -
  Description
  A sheet of parchment of assorted colors that requires a Craft 
  (origami) check DC 15 to use as a full-round action. If success-
  ful, the crafted origami becomes an awakened Diminutive an-
  imated object for 1 hour, utilizing the stat-block provided be-
  low. If the Craft check was unsuccessful or the animated object 
  is destroyed before the duration expires, the wondrous item is 
  consumed and drained of all magical power becoming nothing 
  more than a pile of paper confetti. If the duration expires be-
  fore the animated object is destroyed, the origami reverts back 
  to a sheet of parchment and may be used again.
  
  Special
  Characters with the Object Familiar feat may select origa-
  mi charm as their familiar instead of a Tiny animated object. 
  Origami charms who are made into familiars are not consumed 
  by an unsuccessful Craft (origami) check, but rather become 
  inert for 24 hours or until the character regains their spell pool 
  (whichever comes first), at which time the character regains 
  the ability to reanimate the origami charm.
  Construction Requirements
  Craft Marvelous Item; Enhancement sphere; Cost 37 gp, 5sp
  Origami Charm (Cr 1/8)
  XP 50
  N Diminutive construct
  Init +3, Senses darkvision 60 ft., low-light vision; Perception 
  +0
  Defense
  AC 19, touch 17, flat-footed 12 (+3 Dex, +2 natural, +4 size)
  hp 2 (1d10)
  Fort +0, Ref +3, Will +0
  Defensive Abilities hardness 0, Immune construct traits, 
  Weakness fire vulnerability
  Offense
  Speed 10 ft.
  Melee slam (1d1-3)
  Space 1 ft., Reach 0 ft.
  statistiCs
  Str 4, Dex 16, Con --, Int --, Wis 11, Cha 11
  Base Atk +1, CMB -6, CMD 7
  Languages Common
  SQ 3 construction points (+2 from flaws)
  speCial abilities
  Construction Flaws (Ex)
  Cloth (+1 CP) The origami charm is made of cloth-like parch-
  ment decreasing its hardness by 5.
  Flammable (+1 CP) The origami charm has vulnerability to fire.
  Familiar
  If the origami charm is a familiar, it may change out its con-
  struction points by making a Craft (origami) check DC 15 + 1 
  per construction point changed. Flaws may not be changed or 
  traded out with others.
  eCOlOgy
  Environment urban
  Organization solitary
  Treasure none
  Primordial Clay
  Aura faint Creation; CL 5
  Slot wondrous; Price 150 gp per pound; Weight 1 pound
  Description
  This substance has a light gray color and is frequently found in 
  hardened balls. Characters with the Creation sphere quickly 
  recognize what it is. Primordial clay is extremely easy to ma-
  nipulate with magic, and a sphere caster can use it in concert 
  with their Creation sphere abilities. Whenever the sphere 
  caster creates an object with weight equal to or less than the 
  amount of primordial clay they possess (and wish to use), they 
  may use the clay, forming it into whatever they wish to create. 
  The clay changes shape and even changes what type of matter 
  it is - it can become any material the caster can manipulate, 
  but it can not transform into anything biologically reactive or 
  chemically explosive (like alchemical components or food) or 
  any form of gemstone. When the caster uses the clay this way, 
  it retains its shape indefinitely, or until they use it again.
  It is trivial for a Creation caster to transform the clay into 
  something wearable, so it’s is always a free action to draw the 
  clay into their hand.
  Construction Requirements
  Craft Apparatus; Cost 75 gp per pound
  Quill of Endless Ink
  Aura faint Creation; CL 1
  Slot none; Price 80 gp; Weight -
  Description
  This feather quill is perpetually supplied with ink, creating 
  enough to write continuously, though never dripping. The quill 
  usually comes with a small metal carrying case capable of safely 
  holding up to three quills. Some quills are creating with special 
  inks; 5 vials of the special ink are consumed in the process of 
  crafting a quill with a special ink. Each quill can only use one 
  type of ink.
  Construction Requirements
  Craft Apparatus, Creation sphere; Cost 40 gp
  Rod of Spell Disruption
  Aura faint universal; CL 5
  Slot none; Price 10,000 gp; Weight 8 lbs.
  Description
  The length of this cold iron rod is covered in intricate runes. 
  The wielder of this rod may attempt to dispel an ongoing mag-
  ical effect within 150 ft. as per the Counterspell feat. The rod 
  possesses an MSB of +5. This rod may also be used as a readied 
  action to counterspell an effect per the same feat. This rod may 
  be improved, increasing its MSB by +1 for every 2,000 addi-
  tional gp spent (1,000 gp additional cost when crafting), but its 
  MSB cannot exceed that of the creature crafting or improving 
  it.
  Construction Requirements
  Craft Apparatus, Creation sphere; Cost 5,000 gp
  
  Shackles of the Unbroken Circle
  Aura moderate Mind; CL 10
  Slot none; Price 4,015 gp; Weight 2 lbs.
  Description
  These mithril manacles bear intricate, ever-shifting magical 
  runes arranged into impossibly complex knot-work. While 
  they can be used as mundane mithril manacles, their true val-
  ue is far greater. When multiple creatures with sphere cast-
  ing ability are cuffed together in a circle (requiring one set of 
  shackles per individual) and at least one possesses the Circle 
  Casting feat, all creatures in the circle are treated as having 
  the Circle Casting feat until the circle is broken. All creatures 
  wearing the shackles gain the entangled condition, though this 
  entanglement does not apply to any checks made as part of 
  casting. Any creature that does not have the Circle Casting 
  feat only counts as half a creature for determining the caster 
  level bonus available from the feat. Creatures without casting 
  ability in the circle prevent its completion and no benefit is 
  gained until they are removed. A creature may don or remove 
  the shackles as a standard action. No creature can move more 
  than 5 ft. from the creatures adjacent to it in the circle.
  Construction Requirements
  Craft Apparatus, Circle Casting feat; Cost 3,015 gp
  Steel Idol
  Aura faint Enhancement; CL 5
  Slot none; Price 15,000 gp; Weight 1 lbs.
  Description
  This small, metal sculpture is about the same size as a holy sym-
  bol, and can be mistaken for such. Any caster who can create 
  sphere effects that cover an area can attach the area of effect 
  to the idol if he is touching it. The resulting area moves with 
  the idol. The caster can not concentrate on an area attached 
  to a steel idol, and an area of effect can not be attached to the 
  idol while another area of effect ability is already attached to it.
  Construction Requirements
  Craft Apparatus; Enhancement sphere; Cost 7,500 gp
  Talisman of Lead
  Aura faint Death; CL 5
  Slot none; Price 6,000 gp; Weight -
  Description
  The ashes of a great sage or wise man have been stored in this 
  bauble, allowing a character with the bound nexus class feature 
  to consult with the soul. As a full-round action, the charac-
  ter may telepathically speak to the soul within, and gain a +2 
  insight bonus to any Knowledge check made that round. In 
  addition, the soul may be expended as any other soul in the 
  character’s bound nexus. The soul becomes available again 24 
  hours later. During that time, the character can not consult 
  with the soul (as it is absent).
  Construction Requirements
  Craft Apparatus; Cost 3,000 gp
  White Lotus Seal
  Aura faint Death; CL 2
  Slot none; Price 1,600 gp; Weight -
  Description
  This strip of parchment has transcribed on it various verses 
  of scripture laid out in pentacle form. The white lotus seal has 
  been alchemically treated to work equally well against incor-
  poreal as well as corporeal undead. In place of an attack, the 
  character may make a melee touch attack against an undead 
  creature placing the white lotus seal upon them. Undead who 
  have the seal attached to them must make a Will save DC 10 
  + character’s Total PA (TPA) within the White Lotus Cult* 
  (minimum 1). Undead who fail their save become helpless until 
  attacked or the seal is removed as a move action.
  Construction Requirements
  Craft Wondrous Item, Death sphere, Command Undead; 
  Cost 800 gp
  *The White Lotus Cult is an organization discussed in Spheres of 
  Power. This organization can be replaced by any similar organization 
  found within the campaign world.
  
  Scaling Armor
  Aegis of Sakura
  Price 2,500 gp; Slot none; CL 2nd; Weight 20 lb.; Aura 
  moderate Nature; Scaling wonder
  This set of light armor appears to be a +1 **greenwood ** leaf 
  armor made from the animated living wood and leaves of the 
  cherry tree. Each spring, the aegis of sakura becomes alive with 
  beautiful cherry blossoms.
  5th Level – 3,500 gp: The armor also grants whoever wears it 
  access to the Nature (plantlife) sphere (which the wearer may 
  cast at CL 2). In addition, like a wand, the suit also provides 
  a single temporary spell point which must be recharged. This 
  spell point may only be used to power any sphere talents or 
  abilities which the aegis of sakura provides.
  7th Level – 6,500 gp: Any sphere talent or ability which the 
  aegis of sakura provides is now cast at CL 4. In addition to the 
  Nature (plantlife) sphere, the wearer is also granted access to 
  the *Barkskin talent.
  9th Level – 14,500 gp: The aegis of sakura becomes a +1 light 
  fortification greenwood leaf armor. In addition to the Nature 
  (plantlife) sphere and *Barkskin talent (which the wearer may 
  cast at CL 6), the armor now provides two temporary spell 
  points which must be recharged after use.
  12th Level – 35,500 gp: The aegis of sakura becomes a +2 light 
  fortification greenwood leaf armor. In addition to the Nature 
  (plantlife) sphere and *Barkskin talent, the armor now pro-
  vides access to both the Alteration sphere and the Plant 
  Transformation talent, which are cast at CL 10.
  14th Level – 66,500 gp: The aegis of sakura becomes a +1 mod-
  erate fortification greenwood leaf armor. The armor grants access 
  to the Alteration sphere, the Plant Transformation talent, the 
  Nature (plantlife) sphere, *Barkskin and Grow Plants talents 
  (which the wearer may cast at CL 13). In addition, the armor 
  now provides three temporary spell points which must be re-
  charged after use.
  16th Level – 71,000 gp: The aegis of sakura becomes a +1 heavy 
  fortification greenwood leaf armor. The armor grants access to the 
  Alteration sphere, the Plant Transformation talent, the Nature 
  (plantlife) sphere, *Barkskin and Grow Plants talents (which 
  the wearer may cast at CL 16). In addition, the armor now 
  provides four temporary spell points which must be recharged 
  after use.
  18th Level – 146,500 gp: The aegis of sakura becomes a +3 
  heavy fortification greenwood leaf armor. The armor grants ac-
  cess to the Alteration sphere, the Plant Transformation talent, 
  the Nature (plantlife) sphere, *Barkskin and Grow Plants tal-
  ents (which the wearer may cast at CL 18). In addition, the 
  armor now provides five temporary spell points which must be 
  recharged.
  20th Level – 238,250 gp: The aegis of sakura becomes a +5 heavy 
  fortification greenwood leaf armor. The armor grants access to the 
  Alteration sphere, the Plant Transformation talent, the Nature 
  (plantlife) sphere, *Barkskin, Grow Plants, and *Rejuvenation 
  talents (which the wearer may cast at CL 20). The armor now 
  provides five temporary spell points which must be recharged. 
  In addition three times per day you may cast any of the sphere 
  talents or abilities granted by the aegis of sakura as if they were 
  extended as though using the Extend Spell feat. This does not 
  increase the casting time or spell point expenditure.
  Construction Requirements
  Cost 119,125 gp; Feats Smith Magical Weapons and Armor; 
  Spells Alteration sphere, Nature sphere
  *Talent published in the Geomancer’s Handbook, © 2015, Drop Dead 
  Studios LLC
  Chapter 5
  Special Magic Items
  
  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
  Scaling Wands
  Wand of Capacity
  Price 100 gp; Slot none; CL 1st; 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 charac-
  ter (which is performed by the user expending the wands spell 
  pool completely at the rate of 1 spell point per standard action 
  spent) of sufficient level, new abilities may unlock. A single in-
  dividual 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 cho-
  sen 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 abili-
  ties 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.
  Name
  Cost
  AC 
  Bonus
  Max 
  Dex
  ACP
  Arcane Spell 
  Failure Chance
  Speed
  Weight
  30 ft.
  20 ft.
  Leaf armor
  500
  +3
  +5
  0
  15%
  30 ft.
  20 ft.
  20 lbs.
  ***Published in Pathfinder Campaign Setting: The Inner Sea World Guide. © 2011, Paizo Publishing, LLC
  Windfell 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 dis-
  position of its owner.
  
  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 abili-
  ties which the wand provides spell points for may be no high-
  er 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 pro-
  vides 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; 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 pos-
  sesses 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 wield-
  er 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 wield-
  er 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 wield-
  er’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
  Scaling Weapons
  Horror’s Ruin
  Price 1,375 gp; Slot none; CL 3rd; Weight 20 lb.; Aura mod-
  erate Fate; Scaling wonder
  This articulately made cane unsheathes a masterwork *sword 
  cane pistol made of mithril.
  5th Level – 3,375 gp: The blade portion of the weapon gains 
  a +1 enhancement bonus.
  7th Level – 7,625 gp: The pistol portion gains a +1 enhance-
  ment bonus. In addition, once per round the pistol will reload 
  itself after it has been shot, if commanded to do so as a free 
  action.
  9th Level – 13,625 gp: The blade gains the greyflame weapon 
  special.
  11th Level – 19,625 gp: The pistol gains the distance weapon 
  special.
  13th Level – 39,625 gp: The blade gains the ghost touch weap-
  on special; The pistol gains the Reliable weapon special.
  15th Level – 67,625 gp: The blade gains the undead bane 
  weapon special. The pistol gains the aberration bane weapon 
  special.
  17th Level – 103,625 gp: Both the blade and the pistol gain 
  the evil outsider bane weapon special. The pistol if commanded 
  to reload itself, will proceed to do so for the entire round (not 
  just once).
  Construction Requirements
  Cost 51,812 gp; Feats Smith Magical Weapons and Armor; 
  Spells Enhancement sphere, Fate sphere
  
  Name
  Cost
  Dmg (S)
  Dmg (M)
  Crit
  Range
  Misfire
  Capacity
  Weight
  Type
  Pistol, sword cane
  775
  1d3
  1d4
  x3
  10 ft.
  1 (5 ft.)
  1
  20 lbs.
  B and P
  *Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC
  within 5 ft. of the hit target or square takes 2 points of slashing, 
  piercing, and bludgeoning splash damage affecting them in a 
  similar fashion as if directly hit. These grenades may be used to 
  make full attacks or other attack routines that allow for multi-
  ple attacks in a round.
  11th Level – 24,000 gp: The grenade-like bombs now deal 
  3d6 damage on a direct hit, with 3 splash damage. The bombs 
  otherwise function as before.
  15th Level – 72,000 gp: The grenade-like bombs now deal 
  4d6 damage on a direct hit, with 4 splash damage. The bombs 
  otherwise function as before.
  20th Level – 264,000 gp: The grenade-like bombs now deal 
  5d6 damage on a direct hit, with 5 splash damage. The bombs 
  otherwise function as before.
  Construction Requirements
  Cost 132,000 gp; Feats Craft Apparatus; Spells Destruction 
  sphere, Energy Bomb
  Medic Satchel
  Price 250 gp; Slot belt or chest; CL 2nd; Weight 1 lb.; Aura 
  faint Creation; Scaling wonder
  This white leather satchel is embossed with a healer’s insig-
  nia (usually the symbol of a deity with the healing domain). 
  The bag has clasps that allow it to be easily attached to either 
  the waist or the chest. Inside the satchel are various bandages 
  normally found inside a healer’s kit. A medic satchel has enough 
  bandages for 10 uses of a healer’s kit (called charges). Unlike 
  the kit however, this satchel regains all charges at the begin-
  ning of each day, and can be fully recharged instantaneously by 
  spending 1 spell point. Also like the healer’s kit, the medic satch-
  el grants a +2 circumstance bonus to Heal checks, and counts as 
  a healer’s kit for the purpose of skills, feats, or abilities.
  3rd Level – 750 gp: The medic satchel now grants a +4 circum-
  stance bonus to Heal checks.
  4th Level – 1,500 gp: The medic satchel now regains its charges 
  8 hours after the first charge is used.
  5th Level – 2,625 gp: The medic satchel now grants a +6 cir-
  cumstance bonus to Heal checks.
  6th Level – 4,000 gp: The medic satchel now regains its 
  charges 4 hours after the first charge is used.
  7th Level – 5,875 gp: The medic satchel now grants a +8 cir-
  cumstance bonus to Heal checks.
  8th Level – 8,250 gp: The medic satchel now regains its charges 
  2 hours after the first charge is used.
  9th Level – 11,500 gp: The medic satchel now grants a +10 cir-
  cumstance bonus to Heal checks.
  10th Level – 15,500 gp: The medic satchel now has unlimited 
  charges.
  Construction Requirements
  Cost 7,750 gp; Feats Craft Apparatus; Spells Creation sphere
  Pouch of Many Stars
  Price 100 gp; Slot none; CL 1st; Weight 1 lb.; Aura faint 
  Enhancement and Warp; Scaling prize
  This pouch which is usually strapped to the waist or thigh has 
  two flaps that open from the top, which each hold a set of 5 
  masterwork shuriken, which may drawn as a free action. If any 
  of these 10 shuriken strike a target or the ground (such as on a 
  miss), become damaged, or move more than 400 ft. from the 
  pouch, those shuriken rematerialize instantaneously inside the 
  pouch undamaged.
  3rd Level – 400 gp: The two sets of shuriken each gain a +1 
  enhancement bonus to attack and damage rolls.
  5th Level – 1,600 gp: The enhancement bonus of the shurik-
  en increases to +2.
  7th Level – 3,600 gp: The enhancement bonus of the shurik-
  en increases to +3.
  9th Level – 6,400 gp: The enhancement bonus of the shurik-
  en increases to +4.
  11th Level – 10,000 gp: The enhancement bonus of the 
  shuriken increases to +5.
  Construction Requirements
  Cost 5,000 gp; Feats Smith Magical Weapons and Armor; 
  Spells Enhancement sphere, Warp sphere
  Scaling Wondrous 
  Items
  Bandolier of Grenades
  Price 900 gp; Slot belt or chest; CL 3rd; Weight 1 lb.; Aura 
  faint Destruction; Scaling wonder
  This seemingly common bandolier has 5 empty ‘slots’ which 
  can each properly store a single alchemical creation (such as 
  an acid flask or alchemist’s fire), magical dust, oil, or potion 
  (or another similarly shaped object at the GM’s discretion). 
  Objects stored in these slots may be retrieved as a move action.
  6th Level – 4,800 gp: A special additional slot forms which 
  contains what seems to be an endless supply of grenade-like 
  bombs, which may not be poured out, stored elsewhere, or 
  passed to other creatures for later use (they explode 1 round 
  after leaving the bandolier). A single bomb may be drawn, 
  primed, and thrown as an attack made with a thrown splash 
  weapon with a range increment of 20 feet. A direct hit deals 
  2d6 slashing, piercing, and bludgeoning damage, ignoring spell 
  resistance, spell turning, and can penetrate a globe of invulner-
  ability, anti-magic field, or antimagic circle, and is not treated 
  as a spell or magical effect for creatures or classes that gain a 
  bonus to saving throws against magic. Any creature or object 
  
  Seamstress Cuffs
  Price 150 gp; Slot wrists; CL 2nd; Weight 1/2 lb.; Aura faint 
  Creation; Scaling prize
  These intricately made cuffs veil a collection of pearl-headed 
  pins behind beautiful embroidery, and spare needles between 
  the seams. If a pin or needle becomes damaged, or otherwise 
  distances itself from the cuffs for more than 400 ft., the old 
  pin or needle becomes destroyed, and a new one is instanta-
  neously created on the cuff. Pulling on a single thread of the 
  embroidery will cause it to slowly unravel itself until cut, al-
  though no more than 400 ft. of thread may be produced by the 
  cuffs per day.
  5th Level – 1,825 gp: The wearer may as a standard action (or 
  immediate action if he spends a spell point) activate the cuffs 
  to create or modify a non-magical set of clothing whose total 
  value cannot exceed that of 10 gp. The seamstress cuffs may only 
  create or modify the clothing of a willing creature within range 
  of touch. The created or modified clothing is permanent, but 
  the seamstress cuffs can only have up to 2 suits of clothing creat-
  ed or modified in this manner at a time; creating or modifying 
  a suit of clothing beyond this limit causes the oldest suit of 
  clothing to return to disappear/return to its original state.
  7th Level – 3,825 gp: The seamstress cuffs can now create or 
  modify clothing whose total value cannot exceed that of 50 gp, 
  and may have up to 4 suits of created or modified clothing at 
  a time.
  9th Level – 6,225 gp: The seamstress cuffs can now create or 
  modify clothing whose total value cannot exceed that of 100 
  gp, and may have up to 6 suits of created or modified clothing 
  at a time.
  11th Level – 12,225 gp: The seamstress cuffs can now create or 
  modify clothing whose total value cannot exceed that of 500 
  gp, and may have up to 8 suits of created or modified clothing 
  at a time.
  Construction Requirements
  Cost 6,112 gp; Feats Craft Apparatus; Spells Creation sphere, 
  Expanded Materials, Exquisite Detail
  Spell Warded Brace
  Price 90 gp; Slot feet, neck, or wrists CL 20th; Weight 1 lb.; 
  Aura overwhelming Protection; Scaling wonder
  This brace, while made primarily of adamantine, is also com-
  bined with a silver and cold iron alloy. If placed against a limb 
  of a creature (a touch attack), the brace will go viscous and 
  change size so to fit and latch onto that creature.
  The spell warded brace is considered a piece of cursed equip-
  ment, and may only be magically removed from a creature with 
  a successful use of the Break Enchantment talent (or similar 
  ability). Any spell or sphere ability attempting to remove the 
  brace must succeed on a magic skill check beating a DC 20. 
  The brace has no other effect unless it is attached to a creature 
  of significant level or HD to unlock its other abilities.
  The brace, if brought into an anti-magic field (or similar ef-
  fect), hardens and can be then removed by force or finesse. A 
  successful Strength check DC 35 can break free (this does not 
  damage the item), while a successful Escape Artist check DC 
  40 will allow the equipped creature to slip free of the brace.
  4th level -- 1,800 gp: Any creature attempting to use a mag-
  ical ability while the spell warded brace is equipped, must first 
  succeed on a magic skill check DC 17. Creatures without a 
  magic skill bonus are considered to have a bonus of +0. Failing 
  the check means the magical ability had no effect, wasting 
  any used resources (such as spell points, slots, or daily uses as 
  appropriate).
  8th level -- 9,900 gp: The magic skill check necessary to use 
  magical abilities is increased to a DC 23.
  12th level -- 32,400 gp: The magic skill check necessary to 
  use magical abilities is increased to a DC 29.
  16th level -- 94,500 gp: The magic skill check necessary to 
  use magical abilities is increased to a DC 35.
  20th level -- 264,000 gp: The magic skill check necessary to 
  use magical abilities is increased to a DC 41.
  Construction Requirements
  Cost 132,000 gp; Feats Craft Apparatus, Counterspell; Spells 
  Protection sphere, Spell Ward
  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, acti-
  vate the umbral mantle to enshroud himself in darkness, gaining 
  concealment (20% miss chance) for a single round. The wear-
  er may activate the umbral mantle as an immediate action by 
  spending a spell point, in which case the effects last for 1 min-
  ute. 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 resis-
  tance 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 re-
  sistance 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
  
  Intelligent Items
  Table: Intelligent Item Powers
  d100
  Item Power
  Base Price 
  Modifier
  Ego 
  Modifier
  01-12
  Cantrips
  +1,000 gp
  +1
  13-24
  Spherecasting 
  (CL 2)
  +1,200 gp
  +1
  25-38
  Spherecasting 
  (CL 4)
  +2,400 gp
  +1
  39-50
  Item has 5 ranks 
  in one skill*
  +2,500 gp
  +1
  51-62
  Spherecasting 
  (CL 6)
  +6,000 gp
  +1
  63-74
  Item has 10 
  ranks in one 
  skill*
  +10,000 gp
  +2
  75-86
  Item has a fly 
  speed of 30 ft.
  +10,000 gp
  +2
  87-98
  Spherecasting 
  (CL 8)
  +12,000 gp
  +2
  99-00
  Spherecasting 
  (CL 10)
  +24,000 gp
  +2
  * Intelligent items can only possess Intelligence, Wisdom, or Charisma-
  based skills, unless they also possess some form of ability to move.
  Cantrips: The intelligent item gains the benefits of the 
  Cantrips feat (Spheres of Power, pg 149), even if it does not 
  meet the feat’s prerequisites. When using the Cantrips feat, 
  the intelligent item has an effective caster level equal to 1/2 it’s 
  Ego.
  Spherecasting: Choose a sphere of magic. The intelligent 
  item gains access to this basic sphere, with an effective caster 
  level equal to that listed in the table above and a spell point 
  pool equal to its highest mental ability score modifier (mini-
  mum 1), which becomes it’s casting ability modifier. If sphere-
  casting is selected more than once, use the higher of the two 
  caster levels and may exchange the unused caster levels of the 
  lower spherecasting effect in the following ways: An additional 
  magic talent (for 4 caster levels), an additional spell point (for 
  2 caster levels). With GM permission, the item may also select 
  a casting tradition.
  Table: Special Purpose Item Dedicated Powers
  d100
  Dedicated Power
  Base Price 
  Modifier
  Ego 
  Modifier
  01-20
  Item can detect any 
  special purpose foes 
  within 60 ft.
  +10,000 gp
  +1
  21-35
  Full spherecasting (CL 
  10)
  +56,000 gp
  +2
  36-50
  Wielder gets a +2 luck 
  bonus on attacks, saves, 
  and checks
  +80,000 gp
  +2
  51-65
  Full spherecasting (CL 
  12)
  +90.000 gp
  +2
  66-80
  Full spherecasting (CL 
  14)
  +132,000 gp
  +2
  81-95
  Full spherecasting (CL 
  16)
  +182,000 
  gp
  +2
  96-100
  Item can resurrect its 
  wielder once per month 
  without requiring bodi-
  ly remains, restoring it 
  to full health with no 
  negative levels.
  +200,000 
  gp
  +2
  Full Spherecasting: Full spherecasting functions similarly to 
  spherecasting, except the intelligent item gains a bonus magi-
  cal talent and a bonus spell point for every 2 caster levels it pos-
  sesses. If the intelligent item possesses two dedicated powers 
  that are both spherecasting, it gains keeps highest caster level 
  and gains bonus magic talents and spell points equal to 1/2 the 
  lower dedicated power’s caster level.
  
  Minor Artifacts
  Ring of Multiple Personalities
  Aura strong Mind and Time; CL 15
  Slot ring; Weight -
  Description
  Originally invented by a wizard hoping to double his magic, 
  this ring is considered a cursed ring, and cannot be removed 
  without the aid of magic such as the Break Enchantment tal-
  ent from the Life sphere. When a creature puts on the ring 
  of multiple personalities they gain a second personality. This 
  personality is considered a separate character with the same 
  current hit points, attribute scores, equipment, and class levels 
  as the character wearing the ring, but with its own alignment, 
  skill ranks, feats, and variable class features, such as rogue 
  talents or magic talents; the 2nd personality possesses a sepa-
  rate spell point pool from the main personality, and any other 
  limited-use abilities it possesses such as alchemist bombs are 
  tracked separately for each personality. Magic that reads minds 
  or communicates telepathically reveals both minds, and can 
  even allow them to communicate with each other, and the sup-
  pressed personality is aware of what happens while it is not in 
  control. The GM may create this character as they see fit, but 
  may use the following guidelines if they are beneficial:
  d%
  Personality
  1-20
  The 2nd personality is the opposite of the wearer; 
  opposite alignment and opposite choices wherever 
  possible.
  21-40
  The 2nd personality is a monster that loves de-
  struction; its features are maximized for dealing 
  damage and it fights every chance it gets.
  41-60
  The 2nd personality is hostile towards the first per-
  sonality, and seeks to undermine it in any way that 
  does not place itself in danger or discomfort (it will 
  not try to get the wearer killed or injured, but will 
  sow discord in other ways).
  61-80
  The 2nd personality is a timid being that hates vio-
  lence; it’s features are built for support and utility, 
  and it avoids combat as much as possible.
  81-100
  The 2nd personality is similar to the wearer, and 
  indeed believes it to be the ‘real’ personality, 
  trapped inside the ring when it was put on and will 
  die if the ring is ever removed.
  Whenever the characters rests for roughly 8 hours (such as to 
  regain spell points), there is a 25% that the character will awak-
  en with the 2nd personality in control. Whenever the creature 
  wearing the ring is struck with a critical hit, fails a saving throw 
  against a harmful effect, or suffers some sort of shock the GM 
  deems sufficient, the personality in charge switches.
  Destruction
  If the wearer of the ring of multiple personalities commits 
  suicide, their body is brought back to life as if through the 
  Resurrection talent with their alternate personality in control; 
  the original personality is dead and its spirit departed as usual. 
  Afterward, the ring loses all of its power.
  Transmogrifier
  Aura moderate Alteration; CL 10
  Slot none; Weight 25 lbs.
  Description
  The transmogrifier is a thin, unassuming wooden box that col-
  lapses flat for transport, which can be set-up or taken down 
  as a full-round action. The plain appearance belies its true 
  power. The small dial set into the box’s side can be turned to 
  select any creature imaginable as a move action. Once select-
  ed, a creature may enter the box as a standard action. Exiting 
  the box is a move action. The creature gains the benefits of 
  the Transformation* and Improved Transformation* feats, but 
  may not choose to dismiss their transformation form nor sup-
  press the granted traits. This effect is instantaneous, though 
  the transmogrifier may be used to return the creature to its 
  original state. The transmogrifier is normally just large enough 
  for 1 Medium-sized creature, but will automatically resize to 
  accommodate creatures of greater than Medium size.
  Destruction
  The transmogrifier loses all power if willingly cast away by a 
  child who has used it at least once a year for 3 or more years.
  *Shapeshifter’s Handbook
  Major Artifacts
  Divine Notebook
  Aura overwhelming Creation and Enhancement; CL 22
  Slot none; Weight 8 lbs.
  Description
  The divine notebook is an artist’s sketchbook of unremarkable 
  appearance, but upon close inspection it is revealed to be of 
  unsurpassed quality. It stands 3 ft. by 2 ft. in size with hundreds 
  of pages, which replenish themselves if removed.
  The divine notebook is unknown to most, and even fewer be-
  lieve it to truly exist; it has a long and sordid history which is 
  kept closely guarded by many bardic colleges that wish to keep 
  its true history unknown to the world, for fear it might fall 
  into hands other than their own. For those who know what to 
  look for, however, the notebook appears over and over again 
  throughout the ages as it passed from one creator to another.
  If an artist draws a semblance of any living creature in the 
  notebook, be it humanoid, plant, animal, monster, or a wholly 
  unique creation, upon completion the artist gains a permanent 
  negative level and the drawn creature immediately steps out of 
  the notebook, a fully-realized living being.
  
  If the created organism is a tree or similar object, it simply 
  exists as a normal creature of its kind. If the created creature is 
  intelligent, it appears knowing one language the creator speaks 
  and possesses general knowledge for its creature type and 
  age; it can speak, dress, play, fight, and perform other tasks, 
  although it possesses no personal knowledge such as a name or 
  memories. An exception to this is if the artist draws a portrait 
  of specific creature, as detailed below. The creator can choose 
  the alignment of the created creature, and while the created 
  creature is under no bounds to obey its creator, it spawns with 
  an attitude of helpful towards its creator (thus it may very well 
  perform actions to please its creator, but if not treated well it 
  might turn against them).
  When drawing in the notebook, the artist must make a Craft 
  (art) check, an Artistry check (if using background skills), or 
  some other skill check the GM deems appropriate. The to-
  tal Hit Dice of the created target determines the DC of the 
  check, the cost of required inks, charcoals, and paints, as well 
  as the time required to create the image. It is possible to have 
  many partially-finished images in the notebook at one time.
  Table: Created Creature
  Hit Dice/
  Levels*
  DC
  Materials 
  Fee
  Crafting Time
  1/2
  10
  2 cp
  5 minutes
  1
  15
  5 gp
  20 minutes
  2
  20
  10 gp
  1 hour
  3
  25
  25 gp
  3 hours
  4
  30
  50 gp
  8 hours (1 day)
  +1^
  +5
  +50 gp
  +1 day
  *Trees, small animals with less than 1 Hit Dice, and level 1 commoners 
  count as possessing 1/2 a Hit Dice. For higher levels, NPC classes count 
  as their level -1 for determining their effective Hit Dice, while com-
  moners count as their level -2 for determining their effective Hit Dice.
  ^Every +1 added to the created creature’s Hit Dice above 4 increases the 
  target DC, materials cost, and crafting time by the listed amount. The 
  effects are cumulative.
  At the end of the required time, the creator makes a check. 
  If they pass the target DC, the desired creature is created. If 
  they fail to meet the target DC, the created creature is created, 
  but possesses one of the following flaws, chosen randomly. For 
  every 5 points by which the check failed to meet the target 
  DC, the created creature gains another flaw. If the same flaw 
  is gained twice, reroll unless the flaw states it may be gained 
  multiple times.
  Table: Created Creature Flaws
  D8
  Flaw
  1
  The created creature’s alignment is the exact opposite 
  of intended. If true neutral was the intended align-
  ment, It becomes either LG, CG, CE, or LE, deter-
  mined randomly.
  2
  The created creature gains two permanent negative 
  levels that cannot be removed by any means. If this 
  would kill the creature, the creature is not created. 
  This flaw may be gained multiple times. The effects 
  are cumulative.
  3
  The created creature is born with an irrational hatred 
  of the one who created it; it begins with an attitude of 
  hostile towards its creator.
  4
  The created creature is soulless; the creature possess 
  no skill points or feats, and always refers to itself in 
  the 3rd person.
  5
  The created creature is malformed in some way; 
  it gains a -10 penalty to one attribute, determined 
  randomly. If this would reduce the attribute to 0, the 
  creature is not created. This flaw may be gained multi-
  ple times. Each time it is gained, roll another random 
  attribute; rolling the same attribute multiple times 
  increases the penalty to that attribute cumulatively.
  6
  The created creature cannot handle that it is a cre-
  ation and falls into a permanent existential crisis. If 
  it is given any orders or requests from its creator, it 
  will either obey, refuse to obey, perform the opposite 
  of the order or request, or attempt to flee (chosen 
  randomly).
  7
  The created creature is missing body parts; it loses a 
  limb, chosen randomly. This flaw may be gained multi-
  ple times. The effects are cumulative.
  8
  The created creature is mentally unstable; it is perma-
  nently confused.
  Portraits: It is possible to create a portrait of a specific crea-
  ture; to do so, the creator must reliably know what the target 
  looks like and the DC, cost, and time must reflect the target’s 
  actual levels/Hit Dice. Additionally, the DC is increased by 10, 
  which is reduced to 5 if the target can be easily seen during the 
  creation process, or 0 if the target poses for the drawing. If 
  successful, the created creature is a duplicate of the intended 
  creature possessing its memories and abilities, but its align-
  ment is chosen by the creator as normal. The created creature 
  is aware it is a copy and still begins helpful to the creator, un-
  less flaws dictate otherwise (a portrait creature suffering an ex-
  istential crisis believes it is the original creature and will do its 
  best to return to its ‘normal’ life).
  Destruction
  The divine notebook is destroyed if it is used to successfully 
  draw a portrait of a god.
  
  Finis
  “Hello! Would you like to DESTROY EVIL?!”
  Aura overwhelming Destruction; CL 20
  Slot none; Cost -; Weight 8 lbs
  Statistics
  Alignment neutral; Ego 20
  Senses 60 ft.
  Int 6, Wis 10, Cha 22
  Communication telepathy (all languages)
  Description
  Upon first inspection, Finis is a pure black greatsword in a sil-
  ver sheath. When sheathed, Finis functions as a normal greats-
  word and can be wielded without any penalty, although it deals 
  bludgeoning damage instead of slashing or piercing damage. 
  When drawn, all attacks made with Finis resolve against touch 
  AC. A living target takes no damage; the creature instead must 
  pass a DC 25 Fortitude save or be rapidly reduced to black 
  smoke, killing it instantly. Against non-living targets, Finis in-
  stead deals bonus damage equal to three times its wielder’s base 
  attack bonus. When drawn from its sheath and each round 
  it remains drawn, Finis drains 1d4 spell points or twice that 
  number in spell levels from the wielder. If the wielder lacks 
  sufficient spell slots or spell points, 2 Constitution damage per 
  round is instead dealt to the wielder. The costs of wielding the 
  sword doubles every 1d6 rounds.
  If not in the possession of a Good creature (even if simply 
  set on the ground in an open area), any creature of non-Good 
  alignment within 60 ft. of Finis must make a DC 20 Will save 
  each round at the start of its turn or be compelled to attempt 
  to take the sword. Finis will attempt to overwhelm the mind 
  of any such creature, forcing it to slay every creature that has 
  failed a save against this ability. Once there are no more such 
  creatures, Finis will force the wielder to kill itself.
  Destruction
  A wielder of a Good alignment must bear Finis for 50 years 
  without drawing it, after which the item loses all power.
  
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  8. Identification: If you distribute Open Game Content You 
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  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this license. You may use any au-
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  any Open Game Content originally distributed under any ver-
  sion of this License. 
  10. Copy of this License: You MUST include a copy of this 
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  12. Inability to Comply: If it is impossible for You to comply 
  with any of the terms of this License with respect to some or 
  all of the Open Game Content statute, judicial order, or gov-
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  13. Termination: This License will terminate automatically if 
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  14. Reformation: If any provision of this License is held to be 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards 
  of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfnder RPG Core Rulebook. © 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams.
  Spheres of Power © 2014, Drop Dead Studios; Authors: 
  Adam Meyers, Tyler Keene, Ryan Ricks, Owen Stephens
  Spheres of Might © 2017, Authors: Adam Meyers, Michael 
  Sayre, Andrew Stoeckle, N. Jolly
  Pathfinder Campaign Setting: Technology Guide © 
  2014, Paizo Inc.
  Geomancer’s Handbook, © 2015, Drop Dead Studios LLC; 
  Author: Derfael Oliveira
  Enhancer’s Handbook, © 2016, Drop Dead Studios LLC; 
  Author: Marcus Dirr
  Player’s Guide to Skybourne, © 2016, Drop Dead Studios; 
  Author: Adam Meyers, Mike Myler, and David Silver
  Shapeshifter’s Handbook, © 2016, Drop Dead Studios 
  LLC; Author: Andrew Stoeckle
  Wizard’s Academy, © 2016, Drop Dead Studios, Author: 
  Adam Meyers
  Pathfinder Roleplaying Game Ultimate Equipment 
  © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse 
  Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan 
  Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy 
  Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal 
  MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and 
  Russ Taylor.
  Pathfinder Campaign Setting: The Inner Sea World 
  Guide. © 2011, Paizo Publishing, LLC; Authors: Keith Baker, 
  Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. 
  Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, James 
  Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob 
  McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K 
  Reynolds, F. Wesley Schneider, Leandra Christine Schneider, 
  David Schwartz, Amber E. Scott, Stan!, Owen K.C. Stephens, 
  Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy 
  Walker, and JD Wiker.
  Pathfinder Roleplaying Game Ultimate Combat. © 
  2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim 
  Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Pathfinder Unchained 
  © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross 
  Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim 
  Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-
  MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, 
  and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo 
  Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan 
  Bonner, Creighton Broadhurst, Robert Brookes, Benjamin 
  Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric 
  Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben 
  McFarland, Jason Nelson, Thom Phillips, Stephen Radney-
  MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes 
  Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. 
  Sutter, and Linda Zayas-Palmer.
  Pathfinder Chronicles: Faction Guide. Copyright 2010, 
  Paizo Publishing, LLC; Authors: Joshua J. Frost, Jason Nelson, 
  and Sean K Reynolds.
  Pathfinder Player Companion: Alchemy Manual © 
  2014, Paizo Inc.; Authors: Jason Nelson, Patrick Renie, and 
  David N. Ross.
  Pathfinder 
  Companion: 
  Adventurer’s 
  Armory. 
  Copyright 2010, Paizo Publishing, LLC; Authors: Jonathan 
  Keith, Hal Maclean, Jeff Quick, Christopher Self, JD Wiker, 
  and Keri Wiker.
  Pathfinder Player Companion: Adventurer’s Armory 
  2 © 2017, Paizo Inc.; Authors: Jenny Jarzabski, Mikko Kallio, 
  Isabelle Lee, Luis Loza, Joe Pasini, David N. Ross, and Linda 
  Zayas-Palmer.
  Designation of Product Identity: 
  Product Identity: The following items are hereby identified as 
  Product Identity, as defined in the Open Game License version 
  1.0a, Section 1(e), and are not Open Content: All trademarks, 
  registered trademarks, proper names (characters, deities, etc.), 
  dialogue, plots, storylines, locations, characters, artwork, and 
  trade dress. (Elements that have previously been designated as 
  Open Game Content or are in the public domain are not in-
  cluded in this declaration.) Open Content: Except for material 
  designated as Product Identity (see above), the game mechan-
  ics of this Drop Dead Studios game product are Open Game 
  Content, as defined in the Open Game License version 1.0a 
  Section 1(d). No portion of this work other than the material 
  designated as Open Game Content may be reproduced in any 
  form without written permission. 
  All Content is Copyright Drop Dead Studios 2012-2016. 
  
  Items of Power
  Items of Power
  Spheres of Power introduced a new method of creating magic items to align better 
  with the spheres system. Items of Power includes an updated version of those rules 
  as well as new items, weapon qualities, artifacts, and more for your gaming pleasure. 
  Expand your games with Items of Power!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Drop Dead Studios/Items of Power.pdf