Homebrew Items

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Author: JustABug

Spheres of Power changes the item creation feats in terms of what they cover. Here’s a short rundown.

Several categories of items are “talent based”. These items effectively store sphere effects, based on spheres and talents. They have a Complexity rating. A rule of thumb for Complexity is the number of talents required to create the effect plus the number of spell points required to create it (outside of the SP needed for the base sphere effect). An item must have a CL at least equal to the Complexity. An item’s price is equal to the Complexity times the Caster level times a multiplier based on the items category.

Other items are considered “attribute based”.

Scrolls are single-use talent based items that require a spellcaster to use. You must possess the scroll’s base sphere and have a caster level at least equal to the scroll’s. Otherwise, you must use the Use Magic Device skill to use it. A scroll’s price multiplier is 25 gp.

Potions are single-use talent based items that can be used by any random idiot. They’re not limited to potions and oils. Snapleaves, for instance, would be “Potions” under Spheres of Power. A potion’s price multiplier is 50 gp

Wondrous Items are a sort of catch-all for talent based items. They are not single use, nor are they passive. They are usually x/day or a certain number of uses before they are totally expended (thus, the old version of wands would fall under wondrous items). A wondrous item’s price multiplier is 400 gp, but this can change based on how its use is limited.

Rods are talent-based items that are unlimited use or continuous. Again, they can take basically any form. A rod has a price multiplier of 2000 gp and must have a Caster Level of at least 9.

Magic Arms and Armor are attribute based and are unchanged, although a few of the enchantments are changed to fit SoP better (like spell-storing).

Staves are attribute based items. They provide a temporary bonus to your caster level with a single sphere. They can also store talents, allowing you to use those talents as though you possessed it yourself. They can also have another associated sphere. Their price is calculated similarly to magic weapons, and when using Automatic Bonus Progression, they are treated like weapons. Thus you can use your Weapon Attunement to get a staff.

Wands are attribute based, and function much like staves do in base pathfinder. They contain a number of talents and a number of spell points. Using a wand allows you to combine the talents contained within in any manner to create sphere effects, using your OWN caster level and your OWN casting attribute, but the WAND’S spell points. You can’t mix your talents and the wand’s talents. They are rechargeable. You must possess the wand’s base sphere, or else employ the Use Magic Device skill. Wands scale in price based on the number of talents they contain and the number of spell points it can hold at once.

Rings are attribute based items that you equip and provide a passive benefit. Actual rings, Wings of Flying, Ioun Stones, and items like that are all crafted with Forge Ring.

Potions

Note: Any of these items can be made as scrolls for half the cost and price.

Alteration

All Alteration potions count as a shapeshift. Thus, they dispel and are dispelled by other shapeshifts. They typically use the blank form.

Speed

Standard Potion of Bestial Speed: Grants a 40 ft. land speed for 4 minutes. 800 gp Complexity 4 CL 4th

Greater Potion of Bestial Speed: Grants a 60 ft. land speed and low-light vision for 5 minutes. 1000 gp Complexity 4 CL 5th

Extended Potion of Bestial Speed: Grants a 60 ft. land speed and low-light vision for 1 hour. 1800 gp Complexity 6 CL 6th

Flight

All Fly speeds granted have poor maneuverability

Standard Potion of Gliding: Grow a pair of wings, and you take no damage from falling. Can glide at a speed of 30 ft. with poor maneuverability, falling 1 ft. per 5 ft. traveled. Lasts 2 rounds. 200 gp Complexity 2 CL 2nd

Greater Potion of Gliding: As Standard Gliding, but lasts 4 minutes. 800 gp Complexity 4 CL 4th

Standard Potion of Winged Flight: Grow a pair of wings, gaining a fly speed of 30 ft. and 2 secondary wing attacks (1d4, 1d3 small). Lasts 5 minutes. 1000 gp Complexity 4 CL 5th

Greater Potion of Winged Flight: As Standard Winged Flight, but lasts 1 hour. 1800 gp Complexity 6 CL 6th

Superior Potion of Winged Flight: As Standard Winged Flight, but lasts 8 hours. 3200 gp Complexity 8 CL 8th

Swimming/Waterbreathing

Potion of Swimming: Grants a 20 ft. swim speed for 4 minutes. 800 gp Complexity 4 CL 4th

Potion of Amphibious Breath: Grants the Amphibious subtype and the ability to breathe water for 4 minutes. 800 gp Complexity 4 CL 4th

Potion of the Amphibian: Grants the Amphibious subtype, the ability to breathe water, and a 40 ft. swim speed for 5 minutes. 1000 gp Complexity 4 CL 5th

Greater Potion of the Amphibian: Grants the Amphibious subtype, the ability to breathe water, and a 40 ft. swim speed for 1 hour. 1800 gp Complexity 6 CL 6th

Superior Potion of the Amphibian: Grants the Amphibious subtype, the ability to breathe water, and a 40 ft. swim speed for 8 hours. 3200 gp. Complexity 8 CL 8th

Elemental Resistance

Potion of Elemental Resistance: Grants Resistance 5 to two of acid, cold, electricity, and fire. Lasts 5 minutes. 1250 gp. Complexity 5 CL 5th
Can increase price by 250 gp and CL by 1 to increase resistance by 1 and duration by 1 minute. At CL 10, add another resisted element. At CL 15, resist all listed elements.

Extended Potion Elemental Resistance: Grants Resistance 7 to two of acid, cold, electricity, and fire. Lasts 70 minutes. 2450 gp. Complexity 7 CL 7th
Can increase price by 350 gp to increase resistance by 1, CL by 1, and duration by 10 minutes. At CL 10, add another resisted element. At CL 15th, resist all listed elements.

Elongated Potion of Resistance: Grants Resistance 9 to two of acid, cold, electricity, and fire. Lasts 9 hours. 4050 gp. Complexity 9 CL 9th
Can increase price by 450 gp to increase resistance by 1, CL by 1, and duration by 1 hour. At CL 10, add another resisted element. At CL 15th, resist all listed elements.

Burrowing

Note: these items do not grant you the ability to breathe underground.

Standard Potion of Burrowing: You gain a 15 ft. Burrow speed for 4 minutes. 800 gp. Complexity 4 CL 4th

Greater Potion of Burrowing: You gain a 30 ft. Burrow speed and tremorsense 20 ft. for 5 minutes. 1000 gp. Complexity 4 CL 5th

Extended Potion of Burrowing: You gain a 30 ft. Burrow speed and tremorsense 20 ft. for 1 hour. 1800 gp. Complexity 6 CL 6th

Climbing

Standard Potion of Spider Climb: You gain a 30 ft. climb speed for 4 minutes. 800 gp. Complexity 4 CL 4th

Greater Potion of Spider Climb: You gain a 45 ft. climb speed for 5 minutes. As a side effect, you gain low-light vision. 1000 gp. Complexity 4 CL 5th

Extended Potion of Spider Climb: You gain a 45 ft. climb speed for 1 hour. As a side effect, you gain low-light vision. 1800 gp. Complexity 6 CL 6th

Vitality

Standard Potion of Vitality: You gain a +2 bonus on saves versus death effects, negative energy effects, poison, and disease for 4 minutes. 800 gp. Complexity 4 Cl 4th

Greater Potion of Vitality: You gain a +2 bonus on saves versus death effects, negative energy effects, poison, and disease for 5 minutes, as well as immunity to sleep effects. 1000 gp. Complexity 4 Cl 5th

Extended Potion of Vitality: You gain a +2 bonus on saves versus death effects, negative energy effects, poison, and disease for 1 hour, as well as immunity to sleep effects. 1800 gp. Complexity 6 Cl 6th

Miscellaneous

Polyjuice Potion: The drinker shapeshifts to imitate the appearance of a particular creature of same size category and similar form (eg. humanoid, bird-shaped, etc.), gaining a +10 circumstance bonus to Disguise checks to disguise yourself as that individual. The individual imitated is chosen when the potion is made and cannot be changed. As a side effect, the drinker gains low-light vision. Lasts 1 hour. 1800 gp. Complexity 6 CL 6th

Potion of Camouflage: The target gains a +5 circumstance bonus to Stealth checks for 4 minutes. 800 gp. Complexity 4 CL 4th

Extended Potion of Camouflage: The target gains a +5 circumstance to Stealth checks. As a side effect, the target gains low-light vision. Lasts 1 hour. 1800 gp. Complexity 6 CL 6th

Potion of Hardened Skin: You gain a +2 bonus to natural armor, which stacks with all other bonuses to natural armor. Lasts 4 minutes. 800 gp. Complexity 4 CL 4th

Extended Potion of Hardened Skin: You gain a +2 bonus to natural armor, which stacks with all other bonuses to natural armor. As a side effect, you gain low-light vision. Lasts 1 hour. 1800 gp. Complexity 6 CL 6th

Potion of Enlargement/Reduction: Your size changes by one category, with the appropriate changes to attacks, skills, space, and reach. Lasts 4 minutes. 800 gp. Complexity 4 CL 4th

Greater Potion of Enlargement/Reduction: Your size changes by two categories, with the appropriate changes to attacks, skills, space, and reach. Lasts 5 minutes. 1000 gp. Complexity 4, CL 5th

Potion of Endure Elements: Allows you and your equipment to survive comfortably in temperatures between -45 and 60 degrees celsius (-50 and 140 degrees Fahrenheit), and allows you to treat high altitude zones as one zone lower for 8 hours. 3200 gp. Complexity 8 CL 8th

Dark

Potion of Dark Slaughter: You gain 1d6 of sneak attack damage for 1 hour, as the rogue class feature. This only functions in an area of dim light or darkness. 50 gp. Complexity 1 CL 1st

Potion of Darkvision: You gain darkvision 60 ft. for 1 hour. 50 gp. Complexity 1 CL 1st

Potion of Hide in Darkness: You gain the Hide in Plain Sight ability, that only functions in dim light or darkness. Lasts 1 hour. 50 gp. Complexity 1 CL 1st

Potion of Step Through Darkness: You gain the ability to teleport 30 ft. as a move action. You may only teleport yourself and up to a heavy load. You must begin and end this teleportation within an area of dim light or darkness. You do not need line of sight to the target destination. The potion lasts for 1 hour. 50 gp. Complexity 1 CL 1st

Destruction

Items of the Destruction sphere are highly variable. All items here are assumed to use the default blast type, and are not augmented to deal damage dice equal to the caster level.

Gem of Blast Trap: You may crush this gem on the ground to place a destructive blast onto an adjacent, unoccupied 5 ft square. Any creature who steps onto that square takes 1d6 points of magical bludgeoning damage, and is allowed a Reflex save with a DC of 11 for half damage. The trap lasts for 20 minutes before becoming inert. This is a magical trap with a Perception DC and Disable Device DC of 11. You may only have one active blast trap at a time. 200 gp. Complexity 2 CL 2nd

Gem of Energy Bomb: As a standard action, you may throw this gem as a splash weapon with a range increment of 20 ft. A direct hit deals 2d6 points of magical bludgeoning damage, and deals 2 magical bludgeoning damage to any adjacent creatures. 450 gp. Complexity 3 CL 3rd

Potion of Energy Aura: Upon imbibing this potion, you are surrounded by a field of destructive force that harms anyone who comes near you. Any creature that ends its turn adjacent to you takes 2 points of magical bludgeoning damage unless it passes a DC 11 Reflex save. You may only have one energy aura active at a given time. This aura lasts a number of rounds equal to your highest mental ability modifier (or your Constitution modifier, if you have the Fortified Casting boon). 450 gp. Complexity 3 CL 3nd

Potion of Energy Satellite: Upon imbibing this potion, a ball of destructive force forms and begins orbiting your head, lasting up to 2 minutes or until used. As an immediate action, you may fire it at an adjacent creature, dealing 1d6 points of magical bludgeoning damage. 200 gp Complexity 2 CL 2nd

Divination

All Divination sphere items that mimic a Divine ability require the user to concentrate as a full-round action to maintain the effect. You are flat-footed while concentrating in this manner. They are blocked by certain materials as normal.

Divine

Potion of Divine Magic: Upon imbibing this potion, the drinker can sense magical auras within 25 ft. for as long as they concentrate. See the base divination sphere ability for details. 50 gp. Complexity 1 CL 1st

Potion of Alternate Divination: Upon imbibing this potion, the drinker gains the effects of one of the alternate divinations available in the divination base sphere, with a range of 30 ft., for as long as they concentrate. The divination is chosen when the potion is created. See the Divination page for details. If the divination calls for a saving throw, the DC is 11. 200 gp. Complexity 2 CL 2nd

Improved Potion of Alternate Divination: Upon imbibing this potion, the drinker gains the effects of one of the following divinations, with a range of 30 ft., for as long as they concentrate: Detect Teleportation, Detect Thoughts, Divine Information, Object Reading (previous owner only). The divination is chosen when the potion is created. If the divination calls for a saving throw, the DC is 11. 200 gp. Complexity 2 CL 2nd

Greater Potion of Alternate Divination: Upon imbibing this potion, the drinker gains the effects of one of the following divinations, with a range of 30 ft., for as long as they concentrate: Detect Secrets, Detect Spellcaster, Divine Information, Dowsing, Object Reading (previous 2 owners) Viewing (Perception DC 23 to spot the sensor), Witness the City (1 check). The divination is chosen when the potion is created. If the divination calls for a saving throw, the DC is 11. 450 gp. Complexity 3 CL 3rd

Sense

Potion of Read Magic: You gain the benefits of the Read Magic base sense for 1 minute. 50 gp Complexity 1 CL 1st

Potion of Alternate Sense: You gain the benefits of one of the following Sense Talents with a caster level of 2: Battlefield Sense (6th level sneak attacker required to flank), Blindfolded Oracle (blindsense only), Detect Scrying, Discern Individual, Foreshadow, Ghost Sight, Logos (understand, not speak), Nature Sense, Prescience, Scent (regular scent only), See Hazard, Sniper’s Eye, Tremorsense, True Sight. The Sense lasts for 2 minutes and is chosen when the potion is created. 200 gp Complexity 2 CL 2nd

Greater Potion of Alternate Sense: You gain the benefits of one of the following Sense talents with a caster level of 3: Blindfolded Oracle (Blindsight), Logos (speak and understand), Scent (keen scent), Sense Magic. The Sense lasts for 3 minutes and is chosen when the potion is created. 450 gp. Complexity 3 CL 3rd

Misc

Potion of Divine Future: Once you drink this potion, you may at any point later that day add an insight bonus of 1d4 to an attack roll, skill check, saving throw, ability check, combat maneuver roll, or initiative check you are about to make. As an immediate action, you may instead grant this bonus to an ally who can both see and hear you. You may only have one instance of this ability active at once. Once this bonus is used or the day ends, the potion’s power is spent. 200 gp. Complexity 2 CL 2nd

Potion of Augury: Upon imbibing this potion, the drinker may learn whether a particular action will bring good or bad results in the immediate future. You gain the benefits of the Augury talent, with a success rate of 73% and that can see 3 hours into the future. See the talent for details. 450 gp. Complexity 3 CL 3rd

Oil of Shared Perception: This oil can, with the same standard action, be applied to yourself and an adjacent ally, or two allies who are both adjacent to you. The affected targets can use the other target’s senses as if they were their own, so long as they remain within 520 ft. of each other. This sense can be blocked as though it were a Divine talent, though once the obstruction is removed, the Sense resumes. This Sense lasts 3 minutes. 450 gp. Complexity 3 CL 3rd

Enhancement

Weapon/Armor Enhancement

Oil of Magic Weapon/Armor +1: The affected weapon/set of armor or shield gains a +1 enhancement bonus. This doesn’t stack with any enhancement bonus the item already has, but overrides a weaker enhancement. This enhancement lasts 3 minutes. 450 gp. Complexity 3 CL 3rd

Oil of Magic Weapon/Armor +2: The affected weapon/set of armor or shield gains a +2 enhancement bonus. This doesn’t stack with any enhancement bonus the item already has, but overrides a weaker enhancement. This enhancement lasts 5 minutes. 750 gp. Complexity 3 CL 5th

Oil of Magic Weapon/Armor +3: The affected weapon/set of armor or shield gains a +3 enhancement bonus. This doesn’t stack with any enhancement bonus the item already has, but overrides a weaker enhancement. This enhancement lasts 10 minutes. 1500 gp. Complexity 3 CL 10th

Oil of Magic Weapon/Armor +4: The affected weapon/set of armor or shield gains a +4 enhancement bonus. This doesn’t stack with any enhancement bonus the item already has, but overrides a weaker enhancement. This enhancement lasts 15 minutes. 2250 gp. Complexity 3 CL 15th

Oil of Magic Weapon/Armor +5: The affected weapon/set of armor or shield gains a +5 enhancement bonus. This doesn’t stack with any enhancement bonus the item already has, but overrides a weaker enhancement. This enhancement lasts 20 minutes. 3000 gp. Complexity 3 CL 20th

Energy Weapon

Corrosive/Charcoal/Blue/Gold Pine Resin: The affected weapon deals 1d6+2 points of acid/fire/cold/electricity damage on a successful hit, in addition to normal weapon damage. This does not stack with the Corrosive/Flaming/Frost/Shock weapon special quality. Lasts 4 minutes. 800 gp. Complexity 4 CL 4th

Speed

Potion of Expeditious Retreat: You gain a +10 ft. enhancement bonus to one of your movement speeds, chosen when the potion is drunk. You also gain a +2 bonus to Acrobatics, Climb, Fly, or Swim checks made using that movement speed. Lasts 4 minutes. 800 gp. Complexity 4 CL 4th

Improved Potion of Expeditious Retreat: You gain a +20 ft. enhancement bonus to one of your movement speeds, chosen when the potion is drunk. You also gain a +4 bonus to Acrobatics, Climb, Fly, or Swim checks made using that movement speed. Lasts 5 minutes. 1000 gp. Complexity 4 CL 5th

Extended Potion of Expeditious Retreat: You gain a +20 ft. enhancement bonus to one of your movement speeds, chosen when the potion is drunk. You also gain a +4 bonus to Acrobatics, Climb, Fly, or Swim checks made using that movement speed. Lasts 1 hour. 1800 gp. Complexity 6 CL 6th

Elongated Potion of Expeditious Retreat: You gain a +40 ft. enhancement bonus to one of your movement speeds, chosen when the potion is drunk. You also gain a +4 bonus to Acrobatics, Climb, Fly, or Swim checks made using that movement speed. Lasts 8 hours. 3200 gp. Complexity 8 CL 8th

Ability Enhancement

Minor Potion of Bull’s Strength/Cat’s Grace/Bear’s Endurance/Fox’s Cunning/Owl’s Wisdom/Eagle’s Splendor: You gain a +2 enhancement bonus to your Strength/Dexterity/Constitution/Intelligence/Wisdom/Charisma score. A potion of Fox’s Cunning does not grant additional skill ranks. Lasts 4 minutes. 800 gp. Complexity 4 CL 4th

Standard Potion of Bull’s Strength/Cat’s Grace/Bear’s Endurance/Fox’s Cunning/Owl’s Wisdom/Eagle’s Splendor: You gain a +4 enhancement bonus to your Strength/Dexterity/Constitution/Intelligence/Wisdom/Charisma score. A potion of Fox’s Cunning does not grant additional skill ranks. Lasts 7 minutes. 1400 gp. Complexity 4 CL 7th

Greater Potion of Bull’s Strength/Cat’s Grace/Bear’s Endurance/Fox’s Cunning/Owl’s Wisdom/Eagle’s Splendor: You gain a +6 enhancement bonus to your Strength/Dexterity/Constitution/Intelligence/Wisdom/Charisma score. A potion of Fox’s Cunning does not grant additional skill ranks. Lasts 14 minutes. 2800 gp. Complexity 4 CL 14th

Misc

Oil of Keen Edge: The affected slashing or piercing weapon’s critical threat range doubles. This does not stack with any other effect that doubles a weapon’s crit range. It also gains a +1 bonus to critical confirmation rolls. This enhancement lasts 4 minutes. 800 gp. Complexity 4 CL 4th

Oil of Stoneskin: The affected object gains a +2 bonus to its hardness, or the affected creature gains DR 2/Adamantine. This enhancement lasts 4 minutes. 800 gp. Complexity 4 CL 4th
Increase the Price by 400 gp and the CL by 2 to increase the duration by 2 minutes and the DR or hardness bonus by 1

Bleeding Serum: The affected weapon deals 2 points of bleed damage on a successful hit in addition to normal weapon damage. Lasts 4 minutes. 800 gp. Complexity 4 CL 4th

Carthus Rouge: The affected weapon deals 5 points of bleed damage on a successful hit in addition to normal weapon damage. Lasts 5 minutes. 1250 gp. Complexity 5 CL 5th

Potion of Great Fortitude/Lightning Reflexes/Iron Will: You gain a +2 bonus to Fort/Ref/Will saves for 4 minutes. 800 gp. Complexity 4 CL 4th

Greater Potion of Great Fortitude/Lightning Reflexes/Iron Will: You gain a +3 bonus to Fort/Ref/Will saves for 5 minutes. 1000 gp. Complexity 4 CL 5th

Oil of Penetration: The affected weapon ignores 4 points of Damage Reduction. This does not ignore DR that cannot be overcome (DR/-). Lasts 4 minutes. 800 gp. Complexity 4 CL 4th
Increase the Price by 200 gp and the CL by 1 to increase DR ignored by 1 and the duration by 1 minute.

Fate

Consecrations

Potion of Serendipity: You gain a 20 ft. aura that grants you and your allies a +1 luck bonus on attack rolls, skill checks, ability checks, and saving throws. Lasts 3 minutes. 450 gp. Complexity 3 CL 3rd

Bane Gem: A Bane Gem is attuned to a particular creature type (and subtype in the case of humanoids and outsiders). When crushed, a wave of divine force inflicts creatures of that type within 20 ft. with various conditions on a failed Fortitude Save, DC 11. An undead Bane Gem ignores the immunities if the undead type. The user is never affected by this. See the Divine Force word for details. 200 gp. Complexity 2 CL 2nd

Gem of Judgment: While crushing this gem, you declare a single course of action that must be emulated or avoided by creatures within 20 ft. of you. Self-damaging and suicidal commands are not followed. You must obey your own command or the effect immediately ends. A given creature may attempt a DC 12 Will save to break the effect for itself. The aura lasts 5 minutes. 1250 gp. Complexity 5 CL 5th

Potion of Fate Tugging: You gain a 20 ft. aura of shifting fate. Anytime you or anyone else in the aura rolls a natural 10 on an attack roll, initiative check, skill check, ability check, or saving throw, you may, without using an action, apply a luck bonus of +6 or a luck penalty of -6 to that roll. This aura lasts 4 minutes. 800 gp. Complexity 4 CL 4th

Words

Potion of Hallow: You gain a +1 divine bonus, to attack rolls, AC, and saving throws versus creatures you are hostile towards. Additionally, you also gain immunity to any spell or sphere effect that possesses or exercises mental control over you (including enchantment [charm] effects and enchantment [compulsion] effects), so long as that effect originates from a creature you are hostile towards. If you are already under the influence of such an effect, you are allowed to make a new saving throw against the controlling effect. Success means the effect is suppressed for the duration of the potion, but resumes when it expires. This does not expel a controlling life force (such as a ghost or projected spirit), but it does prevent them from controlling you. Lasts 3 minutes. 450 gp. Complexity 3 CL 3rd

Blessed Twig: If this twig is kept near to hand, it can be snapped as an immediate action to grant yourself or an ally within 35 ft. advantage (roll twice, keep highest) on one attack roll, skill check, ability check, or saving throw they are about to make. 450 gp. Complexity 3 CL 3rd

Medallion of Sealing: When this small metal disk depicting a padlock is pressed against a door, chest, or other object that can be opened or closed, and has a lock, the object becomes locked, as the medallion melds into it. Until the next time the lock is picked or forced, the DC to pick or force the portal increases by 10. 450 gp. Complexity 3 CL 3rd

Cursed Twig: If this twig is kept near to hand, it can be snapped as an immediate action to give an enemy within 35 ft. disadvantage (roll twice, keep lowest) on one attack roll, skill check, ability check, or saving throw they are about to make. 450 gp. Complexity 3 CL 3rd

Oil of Freedom: The target may move and attack normally, unaffected by magical or mundane effects that would impede its action. This includes paralysis, slow effects, entanglement, etc. All combat maneuver checks made to grapple the target automatically fail, and the subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin. The subject may even move and attack normally while underwater, provided that the weapon is wielded in the hand rather than hurled. This does not, however, grant waterbreathing. Lasts 5 minutes. 1250 gp. Complexity 5 CL 5th

Medallion of Opening: When this small metal disk is pressed against a locked or stuck portal, chest, etc., you may roll 1d20+13 vs. the portal’s Disable Device DC or Strength check DC. If successful, the portal unlocks/is unstuck and opens. 450 gp. Complexity 3 CL 3rd

Truth Serum: The creature drinking this liquid must make a DC 12 Will save or be unable to deliberately or intentionally lie for 5 minutes. 1250 gp. Complexity 5 CL 5th

Motifs

The SoP wiki doesn't include item creation rules involving Motif talents, but we can assume they work like any other hour/level buff talents, like Senses: increase the complexity by 1, apply the benefits of a Motif talent, with a duration of minutes/level, and a range of personal. The Motif can be dismissed for its normal benefit. If the Motif costs an additional spell point, increase the complexity by 1. If the item grants the Motif as a constant benefit, dismissing it for the benefit suppresses it for 1 hour.

Motif Cards: These sturdy lacquer cards are painted to indicate what sort of Motif is contained within, and they typically have the command word etched on them.

Chariot Card: You gain a +2 insight bonus to saving throws against effects or conditions that would reduce our deny your actions, such as dazed, paralyzed, nauseated, or staggered, though not fear. As a free action, you can end the effect early to ignore one such effect affecting you for one round, and can do this even if you would not be able to act. Lasts 2 minutes. 200 gp. Complexity 2 CL 2.

Devil Card: As a free action once per round, you can assess an opponent you can see, learning their relative CR compared to your level. 4 lower: timid. 1-3 lower: easy. Equal: fair fight. 1-3 higher: difficult. 4 higher: overwhelming. You can dismiss the effect as a free action to gain a +2 insight bonus to attack and AC against one opponent you have thus assessed for 2 rounds. Lasts 2 minutes. 200 gp. Complexity 2 CL 2.

Emperor Card: Anytime you take a penalty to an attack roll, damage roll, saving throw, skill check, or ability check, you reduce the total penalty by one. You can dismiss the effect as a free action to completely ignore a single penalty, and instead gain an insight bonus equal to the ignored penalty for 2 rounds. Lasts 2 minutes. 200 gp. Complexity 2 CL 2.

Empress Card: Twice during the duration of this item, you can add a +1 insight bonus to an attack roll, damage roll, skill check, ability check, or saving throw. You can dismiss the effect early to gain a +5 insight bonus on one such roll. Lasts 2 minutes. 200 gp. Complexity 2 CL 2.

Fool Card: You gain advantage on saving throws, but take a -3 penalty to saves. You can end the effect as a free action to roll three times instead of twice, when the same penalty. You may also simply end the effect as a free action. Lasts 2 minutes. 200 gp. Complexity 2 CL 2.

Hanged Man Card: Every round, choose one saving throw. You take a -2 penalty on that saving throw, but a +2 insight bonus to the other two saving throws. You may also choose to suppress the effect for a round. You may end the effect early to take 2 damage and gain a +1 insight bonus to a single attack roll, saving throw, skill check, or ability check. Lasts 2 minutes. 200 gp. Complexity 2 CL 2.

Hermit Card: You may use the Aid Another action on yourself as a swift action, and the bonus granted is +3 instead of +2. On any round you use this ability, you may not receive an Aid Another from another character. You may end the effect as a free action to treat all enemies as flanked for two rounds, as long as none of your allies threaten them. Lasts 2 minutes. 200 gp. Complexity 2 CL 2.

Hierophant Card: You gain a 30 ft aura, granting a +2 insight bonus to saves vs mind-affecting to your allies, but not yourself. As a free action, you may end the effect when an ally within the aura takes damage to shift up to half of that damage to yourself. The damage is empathic in nature and cannot be reduced or redirected further. Lasts two minutes. 200 gp. Complexity 2 CL 2.

Judgement Card: You use Perception to search for stimulus as a swift action, and you use Sense Motive to get a hunch about a situation as a full-round action. You can end the effect as a free action to automatically pinpoint all invisible creatures within 30 ft. until the end of your turn. Lasts two minutes. 200 gp. Complexity 2 CL 2.

Justice Card: Anytime you take damage from an enemy, you gain a +1 insight bonus to attack and damage vs. them for 1 round. You may end the effect as a free action when an enemy damages you to redirect up to half of the damage back to them. The damage is empathic in nature and cannot be reduced or redirected further. A DC 11 Fort save negates this. Lasts two minutes. 200 gp. Complexity 2 CL 2.

Lover Card: You gain an insight bonus to saving throws equal to the number of allies you have adjacent to you, to a maximum of +2. You can end the effect as a free action whenever you take damage to shift up to half of it to a willing ally within 30 ft. This damage is empathic in nature, and cannot be reduced or redirected further. Lasts two minutes. 200 gp. Complexity 2 CL 2.

Magician Card: You gain a +2 insight bonus to attacks of opportunity and untrained skill checks. You may end the effect as a free action at the beginning of a surprise round to either act in it normally when you are surprised, or to take a full turn instead of only a standard or move action if you would normally act in the round. Lasts two minutes. 200 gp. Complexity 2 CL 2.

Moon Card: You gain a +2 insight bonus to saving throws vs. mind-affecting. You may end the effect as a free action when targeted by a mind-affecting effect to reflect it back at the caster. The caster must save against his own effect, and suffers full effects if he fails. If he passes, then you must save against the effect as normal. Lasts two minutes. 200 gp. Complexity 2 CL 2.

Star Card: You gain a +2 insight bonus to AC against attacks of opportunity. You may end the effect as a free action to avoid provoking attacks of opportunity for 2 rounds. Lasts two minutes. 200 gp. Complexity 2 CL 2.

Strength Card: You gain a +2 bonus to CMB, CMD, Strength checks and Strength-based skill checks. You may end the effect as a free action when you resist a fear effect from an opponent to frighten them until the end of their next turn. A DC 11 Will save reduces it to shaken. Lasts two minutes. 200 gp. Complexity 2 CL 2.

Sun Card: When you are below 50% HP, you have advantage on saving throws. You may end the effect as a free action when you succeed on a saving throw while under 50% HP to regain 3 HP and gain a +1 insight bonus to AC and saves for 1 round. Lasts two minutes. 200 gp. Complexity 2 CL 2.

Temperance Card: Whenever you roll a natural 1 on a saving throw or attack roll, you may reroll it once. You may discharge the effect as a free action to reroll a saving throw that has been rolled but the results have not been revealed. You must take the result of the reroll, even if its worse. Lasts two minutes. 200 gp. Complexity 2 CL 2.

Tower Card: Your attacks ignore 5 hardness. You may end the effect as a free action after taking damage from a manufactured weapon to deal 2d4 untyped damage to the weapon, ignoring hardness. If the weapon is magical, the wielder can make a DC 11 Reflex save to halve the damage. Evasion does not apply. Lasts two minutes. 200 gp. Complexity 2 CL 2.

Wheel Card: When you use the item, roll a d4. You gain a +1 insight bonus to a type of roll, dependant on the the d4 result. 1: attack and damage. 2: Saving throws. 3: Initiative and skill checks. 4: Concentration, CMB, and CMD. You may end the effect to gain an insight bonus to a single roll equal to the result of the d4. Lasts two minutes. 200 gp. Complexity 2 CL 2.

World Card: Whenever you take 10 or 20 on a skill check, you gain a +2 insight bonus to the result. You may end the effect to take 15 on a skill check without taking additional time, as long as you could normally take 20 and are trained in the skill. Lasts two minutes. 200 gp. Complexity 2 CL 2.

Illusion

Potion of Invisibility: You become transparent and difficult to see. You gain a +4 bonus to Stealth checks, and may make them while being observed. Even when detected, so long as your target cannot properly see you, you have a +2 bonus to attack rolls and make attacks against the creature’s flat-footed AC. This illusion is NOT dispelled by attacking. Lasts 4 minutes. 800 gp. Complexity 4 CL 4th

Life

Healing

These are considered to be positive energy effects, and thus harm undead rather than healing them. This effect can be removed by increasing the complexity by one.

Minor Healing Potion: Instantly heals 1d8+1 hp. 50 gp Complexity 1 CL 1st

Standard Healing Potion: Instantly heals 2d8+2 hp. 200 gp Complexity 2 CL 2nd

Improved Healing Potion: Instantly heals 3d8+3 hp. 450 gp Complexity 3 CL 3rd

Greater Healing Potion: Instantly heals 4d8+4 hp. 800 gp Complexity 4 CL 4th

*Superior Healing Potion: Instantly heals 1d8+25 hp. 1250 gp Complexity 5 CL 5th
*Can increase the CL by 1, the healing by a flat 5, and the price by 250 gp. Stacks

Restoration

Basic Restoration Potion: Heals 1d4 ability damage, reduce fatigue one step, reduce sickening one step, reduce fear one step, negates staggered and dazzled. If condition is an ongoing effect, suppresses for 1 round. 50 gp Complexity 1 CL 1st

Greater Restoration Potion: As Basic, but completely removes exhausted, nauseated, and all levels of fear. Also heals all ability damage and cures stunned. 200 gp Complexity 2 CL 2nd

*Health Restoration Potion: As Basic, plus roll 1d20+2 vs DC of any poisons and/or diseases suffered. On success, it is cured. 200 gp Complexity 2 CL 2nd

Mind Restoration Potion: As basic, plus cures confused and dazed. 200 gp Complexity 2 CL 2nd

*Movement Restoration Potion: As basic, plus roll Escape Artist +2 vs grappled/entangled etc., and roll 1d20+2 vs. MSD of any paralysis. 200 gp Complexity 2 CL 2nd

Sense Restoration Potion: As basic, plus cures blindness, deafness, or loss of one other sense, including unusual senses like blindsense. Only one sense restored. 200 gp Complexity 2 CL 2nd

Soul Restoration Potion: As basic, plus cures all ability drain and removes negative levels. 200 gp Complexity 2 CL 2nd

**Break Enchantment Potion: As basic, and roll 1d20+3 vs MSD of all magic effects with a duration to end them. Can exclude certain effects. Counts as Break Enchantment and Remove Curse for effects that require those spells to remove. Suppresses cursed items long enough to remove them. As 450 gp Complexity 3 CL 3rd

  • Can Increase price by 100 gp and CL by 1 to increase d20 rolls by 1. Stacks

** Can increase price by 150 gp and CL by 1 to increase d20 rolls by 1. Stacks

Revitalization

Minor Revitalization Potion: Grants Fast Healing 1 for 1 minutes. 10 hp total. 50 gp Complexity 1 CL 1st

Standard Revitalization Potion: Grants Fast Healing 2 for 2 minutes. 40 hp total. 200 gp Complexity 2 CL 2nd

Improved Revitalization Potion: Grants Fast Healing 3 for 3 minutes. 90 hp total. 450 gp Complexity 3 CL 3rd

Greater Revitalization Potion: Grants Fast Healing 4 for 4 minutes. 160 hp total. 800 gp Complexity 4 CL 4th

Superior Revitalization Potion: Grant Fast Healing 5 for 5 minutes. 250 hp total. 1250 gp Complexity 5 CL 5th
Can increase price by 250 gp and CL by 1 to grant another minute of Fast Healing 5, for 50 more hp total. Stacks

Misc.

Phoenix Down: When applied to a creature that has been slain within the last round, it is restored to life at 1 hp. Creatures revived this way gain a temporary negative level for 24 hours. 450 gp Complexity 3 CL 3rd

Light

Oil of Illumination: The affected creature or object sheds bright light within 30 ft., and raises the light level in the 30 ft. beyond by one step. Lasts 1 minute. 50 gp. Complexity 1 CL 1st

Potion of Aiming Scope: You determine targets to be one range increment closer for all purposes regarding ranged attacks. Additionally, you gain a +1 competence bonus to ranged attack rolls. Lasts 3 minutes. 450 gp. Complexity 3 CL 3rd

Potion of Infravision: You gain the ability to see heat. You ignore the miss chance for less than total concealment against living creatures. You can also track living creatures by the heat they leave in their tracks. So long as the trail is no more than an hour old, the ground condition is never treated as worse than soft ground (DC 10), though strong temperature conditions (such as winter snow or a desert noon) can negate this benefit. Lasts 3 minutes. 450 gp. Complexity 3 CL 3rd

Potion of Obscuring: Light bends around the drinker in strange ways, making you harder to strike. Once per round, you can give an opponent attacking you disadvantage (roll twice keep lowest) on the attack roll. This ability fails if the opponent doesn’t rely on sight to sense you. Lasts 3 minutes. 450 gp. Complexity 3 CL 3rd

Mind

Lesser Potion of Courage: You may choose one attack, saving throw, skill check, or ability check you make within the next minute. You gain a +2 morale bonus on that roll. You must choose to use this ability before the roll is made. If this ability is not used within one minute, it is wasted. 200 gp. Complexity 2 CL 2nd

Powerful Potion of Courage: You gain a +2 morale bonus to attack rolls, saving throws, skill checks, and ability checks for 5 minutes. You are also immune to fear and gain 5 temporary hit points for the duration of the potion. 1250 gp. Complexity 5 CL 5th

Nature

Natural Speech

Potion of Plant Speech: You may speak with plant life for the next 5 minutes. You can communicate with normal plants and plant creatures and can ask questions of and receive answers from them. A normal plant’s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity. The spell doesn’t make plant creatures any more friendly or cooperative than normal, and a plant may be stupid, cunning, or cruel as any other creature. If a plant creature is friendly, it may do some favor or service for you. 1250 gp. Complexity 5 CL 5th

Potion of Animal Speech: For the next 5 minutes, you may speak with animals. You can ask questions of and receive answers from animals, but the spell doesn’t make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you. 1250 gp. Complexity 5 CL 5th

Potion of Stone Tell: For the next 5 minutes, you may speak with stone. This is not truly accomplished through speech, but rather by touching a stone you may learn what else has touched it, passed by it, what is hidden underneath it, etc. You can tell depth, weight, size, and number of passers by, but not more detailed information (the names or conversations of passers by, for instance). You can speak with both natural or worked stone. 1250 gp. Complexity 5 CL 5th

Potion of Water Speech: For the next 5 minutes, you may speak with water. This is not truly accomplished through speech, but rather by dipping a limb into the water you may learn what else has touched it, passed by it, what is hidden underneath it, etc. You can tell depth, weight, size, and number of passers by, but not more detailed information (the names or conversations of passers by, for instance). Because water is constantly moving, you can only receive information on things that have occurred less than 5 days ago. You can speak with both fresh or salt bodies of water. If attempting to converse with particularly large bodies of water, such as oceans, you can only acquire information from a portion of the body of water, to a maximum distance of 1500 ft. 1250 gp. Complexity 5 CL 5th

Misc

Bead of Boiling: Throwing this bead into a body of water causes a 5 ft. cube of water to instantly boil. This deals 1d6 points of fire damage to any creature that enters it. 200 gp. Complexity 2 CL 2nd

Potion of Flame Consumption: You gain fire resistance 4 for 4 minutes. Whenever you take fire damage, whether it pierces the resistance or not, you heal for ½ the damage dealt, maximum 2 hp. Damage in excess if the resistance is handled normally. 800 gp. Complexity 4 CL 4th

Oil of Forged Reach: The affected metal weapon has its reach extended by 5 ft. for 4 minutes. 800 gp. Complexity 4 CL 4th

Oil of Metal Fusion: In order to use this oil, you require an object and a small source of metal. The object becomes infused with the metal used, increasing its AC and hardness by 2. This is an instantaneous effect that does not stack with itself. The type of metal used does not cause further bonuses or penalties. 1000 gp. Complexity 4 CL 5th

Potion of the Stalwart: You gain the Stalwart ability for 5 minutes. Whenever you pass a Fortitude or Will save that has a reduced effect on a successful save, you instead avoid the effects completely. 1250 gp. Complexity 5 CL 5th

Potion of Animal Friendship: For the next 5 minutes, animals treat you as a friend. Indifferent animals (such as domesticated animals) become Friendly to you, while Unfriendly animals (such as wild animals) become Indifferent to you. This means that wild animals will not attack unless provoked, and you may make requests of animals, provided you may communicate with them (if you cannot communicate with a creature, only basic commands such as ‘go’, ‘come’, ‘fight’, or ‘stay’ may be communicated). This has no effect on animals who are hostile to you (such as those already in combat), and an animal with a master (such as an animal companion) will still attack if commanded to by its master. Once during the duration of this ability, you may call the nearest animal of a particular type you designate (provided the animal’s CR is equal to or less than 5) to seek you out. The animal moves toward you under its own power, so the time it takes to arrive depends on how close an animal of the desired type is when you cast the spell. If there is no animal of that type capable of reaching you within this effect’s duration, you are aware of this fact. 1250 gp. Complexity 5 CL 5th

Potion of Natural Sense: For the next 4 minutes, you gain one of the following senses with a range of 35 ft.: tremorsense, lifesense, blindsense, greensight, or mistsight. The sense is chosen when the potion is made. 800 gp. Complexity 4 CL 4th

Potion of Waterwalking: You can walk on water for the next five minutes. Water and all other liquid becomes solid to you, allowing you to move over it as if it were normal ground. Especially turbulent water (such as during a storm) may count as difficult terrain. You may always choose to sink into the water and swim if you so desire, in which case you are considered to have a Swim speed equal to your land speed, granting you all the usual benefits of a Swim speed, including a racial +8 bonus to Swim checks. This does not, however, grant you the ability to breath underwater. 1250 gp. Complexity 5 CL 5th

Water Bead: You can crush this bead to produce 1 5 ft. cube of clean water. This is an instantaneous effect. 200 gp. Complexity 2 CL 2nd

Protection

Armor

Potion of Deflection: You gain a +1 deflection bonus to AC for 1 minute. 50 gp. Complexity 1 CL 1st

Greater Potion of Deflection: You gain a +2 deflection bonus to AC for 5 minutes. 250 gp. Complexity 1 CL 5th
Can increase price by 250 gp and CL by 5 to raise deflection bonus by 1 and the duration by 5 minutes

Potion of Armor: You gain a +3 armor bonus to AC for 2 minutes. 200 gp. Complexity 2 CL 2nd

Greater Potion of Armor: You gain a +4 armor bonus to AC for 5 minutes. 500 gp. Complexity 2 CL 5th
Can increase price by 500 gp and CL by 5 to raise armor bonus by 1 and duration by 5 minutes.

Potion of Shield: You gain a +1 shield bonus to AC for 2 minutes. 200 gp. Complexity 2 CL 2nd

Greater Potion of Shield: You gain a +2 shield bonus to AC for 5 minutes. 500 gp. Complexity 2 CL 5th
Can increase price by 500 gp and CL by 5 to raise shield bonus by 1 and duration by 5 minutes.

Ward

Wards do not move once summoned

Barrier Gem: Crushing this gem summons a hemispherical barrier with a radius of 25 ft, centered on you. This barrier blocks movement, projectiles (including magical ones), and breath weapons from both directions. Any attack blocked by the barrier deals damage to it. The barrier has 7 hp and a Break DC of 16. Lasts 3 minutes. 450 gp. Complexity 3 CL 3rd

Greater Barrier Gem: As a Barrier Gem, but the barrier has a radius of 35 ft., 50 hit points, and a break DC of 27. Lasts 5 minutes. 1250 gp. Complexity 5 CL 5th

Gem of Energy Ward: Crushing this gem creates a 30 ft. radius spherical area that dampens a certain energy type. All damage of one of the following types dealt in the area is reduced by 14: Acid, cold, electricity, fire, sonic. Lasts 4 minutes. 800 gp. Complexity 4 CL 4th

Gem of Peace: Crushing this gem creates a 30 ft. radius spherical area in which no one may take violent action. Any creature in the area that attempts a violent or harmful action must pass a DC 12 Will save or waste its action. As soon as a creature passes its save, the effects immediately for everyone. Lasts 4 minutes. 800 gp. Complexity 4 CL 4th

Gem of Repel Summons: Crushing this gem creates a 30 ft. radius spherical area that summoned and temporarily reanimated creatures cannot enter. Such creatures must pass a DC 12 Will save to cross the edge of the area. Once a creature passes this save, it is immune to the effect. If such a creature is already in the area, it is considered to have automatically passed its save. Lasts 4 minutes. 800 gp. Complexity 4 CL 4th

Gem of Antimagic: Crushing this gem creates a 35 ft. radius spherical area that suppresses magic. Roll 1d20+5 vs. the MSD of every magical effect, magic item, and summoned or temporarily reanimated creature within the area. Magic items have an MSD of 11+ their CL. If your check succeeds, the effect is suppressed, the magic item ceases to function, the summoned creature temporarily disappears, or the reanimated creature temporarily falls dead. Time spent suppressed counts toward a magical effect’s total duration. Any caster attempting to use a magical ability in or targeted within this area, or any summoned creature attempting to enter this area, must pass a magic skill check against an MSD of 16. On a success, the magical effect is unimpeded, and the summoned creature is not banished by that spell ward. Lasts 5 minutes. 1250 gp. Complexity 5 CL 5th

Misc.

Potion of Breathlessness: For the next 2 minutes, you no longer need to breathe to survive. You become immune to effects that require breathing (such as inhaled poison), can survive underwater, or even in a vacuum. This does not give immunity to cloud or gas attacks that do not require breathing. 200 gp. Complexity 2 CL 2nd

Potion of Death Ward: For 2 minutes, you gain a +4 morale bonus on saves against all death spells, Death sphere abilities, channeled negative energy, and other magical death effects. You get a save to negate such effects even if one is not normally allowed. This does not protect against other sorts of attacks, even if those attacks might be lethal. 200 gp. Complexity 2 CL 2nd

Potion of Energy Resistance: You gain energy resistance 12 to one of the following for 2 minutes: acid, cold, electricity, fire, sonic. 200 gp. Complexity 2 CL 2nd

Potion of the Guardian: For 2 minutes, any opponent within 10 feet of you takes a -1 penalty to attacks if it does not include you in its attack. Multiple Guardian aegis do not stack; if a creature attacks one creature with this aegis while within the area of another creature with this aegis, they suffer no penalty for their attack. 200 gp. Complexity 2 CL 2nd

Potion of Physical Absorption: You gain DR 1 for 2 minutes. Once this DR absorbs 20 damage, the effect ends immediately. 200 gp. Complexity 2 CL 2nd
Can increase price by 200 gp and CL by 2 to DR by 1, duration by 2 minutes, and damage threshold by 20 damage.

Potion of Bristles: For the next 2 minutes, whenever a creature hits you with a melee or ranged attack, it takes 1 point of nonlethal damage. 200 gp. Complexity 2 CL 2nd
Can increase price by 200 gp and CL by 2 to increase duration by 2 minutes and damage by 1 point

Potion of Sanctuary: For 2 minutes, whenever an opponent attempts a violent action against you, they must make a DC 11 Will save or lose the action. They may attempt again on their next turn. Once a creature passes this save, or if you take an offensive action, the effect ends immediately. 200 gp. Complexity 2 CL 2nd
Can increase the price by 200 gp and CL by 2 to increase the duration by 2 minutes and the save DC by 1

Potion of Health Protection: For 2 minutes, you gain a +4 morale bonus to saves versus poison and disease, both mundane and magical. 200 gp. Complexity 2 CL 2nd

Potion of Resistance: For 2 minutes, you gain a +1 resistance bonus to all saving throws. 200 gp. Complexity 2 CL 2nd

Greater Potion of Resistance: For 5 minutes, you gain a +2 resistance bonus to all saving throws. 500 gp. Complexity 2 CL 5th
Can increase price by 500 gp and CL by 5 to increase duration by 5 minutes and save bonus by 1.

Potion of Slipperiness: You gain a +2 enhancement bonus to Acrobatics, Escape Artist, and CMD for 2 minutes. 200 gp. Complexity 2 CL 2nd

Greater Potion of Slipperiness: You gain a +3 enhancement bonus to Acrobatics, Escape Artist, and CMD for 5 minutes. 500 gp. Complexity 2 CL 5th
Can increase price by 500 gp and CL by 5 to increase duration by 5 minutes and bonus by +1

Potion of Spell Resistance: You gain SR 13 for 3 minutes. 450 gp. Complexity 3 CL 3rd
Can increase the price by 150 gp and CL by 1 to increase SR by 1 and duration by 1 minute

Telekinesis

Telekinetic Dart: To use this item, you make a ranged touch attack against an opponent within 30 feet. If you hit, the target must make a Will save or be telekinetically lifted 5 ft. into the air. The target gets another save to end the lift every round. The lift does not impede the target’s actions, but they are unable to move. Complexity 1

The DC, duration and maximum size affected depends on the magnitude of the dart.
Small, DC 12, 5 rounds. 250 gp CL 5th
Medium, DC 14, 8 rounds. 400 gp CL 8th
Large, DC 15, 11 rounds. 550 gp CL 11th
Huge, DC 17, 15 rounds. 750 gp CL 15th
Gargantuan, DC 20, 20 rounds. 1000 gp CL 20th
Colossal, DC 22, 25 rounds. 1250 gp CL 25th

Potion of Telekinetic Flight: You gain a fly speed of 20 feet with perfect maneuverability for 4 minutes. 800 gp. Complexity 4 CL 4th

Greater Potion of Telekinetic Flight: You gain a fly speed of 25 feet with perfect maneuverability for 5 minutes. 1000 gp. Complexity 4 CL 5th
Can increase the price by 1000 gp and the CL by 5 to increase the speed by 5 feet and the duration by 5 minutes.

Gem of Friction: As a standard action, you can prime and throw this gem at a square up to 30 feet away. This causes a 20 ft. radius emanation centered on the target square to become difficult terrain, even the air. Creatures that begin their turns in the area take 4 points of typeless damage. Lasts 4 minutes. 800 gp. Complexity 4 CL 4th

Potion of Gravity Ward: You gain a 5 ft. aura that prevents creatures from approaching you. A creature must make a DC 12 Will save to approach within 5 feet of you. If the creature fails, it must wait until its next turn to try again. Lasts 4 minutes. 800 gp. Complexity 4 CL 4th

Time

Potion of Haste: You may make an extra attack at your highest BAB whenever you make an attack action. This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so it cannot be used to cast a second sphere effect or otherwise take an extra action in the round. Lasts 3 minutes. 450 gp. Complexity 3 CL 3rd

Improved Potion of Haste: As potion of haste, but also gain a +1 bonus to attack rolls, AC, and Reflex saves. You also gain a 30 ft. enhancement bonus to your movement speed, to a maximum of twice your movement speed. Lasts 4 minutes. 800 gp. Complexity 4 CL 4th

Potion of Blur: You gain 25% concealment. This is foiled by anything that would foil a blur effect. Lasts 4 minutes. 800 gp. Complexity 4 CL 4th

Potion of Ejection: You are temporarily ejected from the time stream for 3 rounds. You disappear completely and cannot be the target of any damage or effect while you are vanished. When the effect ends, you return in the exact spot you disappeared from (or the closest unoccupied square). From your perspective no time has passed, and any effect already on you with a duration (such as magic or poison) continues as if the time spent ejected simply hadn’t happened. 450 gp. Complexity 3 CL 3rd

Branch of Second Chances: You may snap this branch as an immediate action to redo your turn. You return to where you started the turn, and any skill checks, attack rolls, movement, attacks of opportunity, etc. that occurred during your turn become as if they never happened. You may perform the same actions again (remaking any rolls required by such actions), or you may choose completely different actions. You do not recover the action spent using the branch. 450 gp. Complexity 3 CL 3rd

War

Rallies

Rally Twig: By snapping this twig as an immediate action, you gain the benefits of one of the following rally talents: Counterattack, Empower, Intercept, Position (5 ft.), Safety. These Rallies are used independant of totems. 450 gp. Complexity 3 CL 3rd

Warp

Ender Pearl: The namesake of this empty glass orb is unknown, but this simple item’s usefulness is unquestioned. An Ender Pearl can be thrown up to 25 ft as a standard action, and once thrown, ignores physical barriers so long as they would permit light to pass through. Once it reaches its destination, it shatters, and the thrower is instantly teleported to that location. 50 gp. Complexity 1 CL 1st

Flawed Ender Pearl: These Ender Pearls are typically not created this way, but result from the simple structure absorbing more environmental magic than it can contain. This makes them slightly more potent, but dangerous to use. They are, however, much better suited to disenchanting. Flawed Ender Pearls function as a normal Ender Pearl, but with a range of 30 ft., and the user takes 1d6 damage when the teleport is complete. This damage is typeless and bypasses all hardness, DR, and resistances. 200 gp. Complexity 2 CL 2nd

Tactician’s Pearl: This Ender Pearl has a pair of colorful motes orbiting each other inside the glass orb. It functions as a normal Ender Pearl with a range of 30 ft., but you may instead target an ally instead of a location. You and the targeted ally teleport to swap places. The target must be willing, or the item fails and is wasted. 200 gp. Complexity 2 CL 2nd

Trickster’s Pearl: This Ender Pearl functions like a Tactician’s Pearl, but it can target an unwilling creature, and can be thrown 40 ft. The target may attempt a DC 12 Will save to negate the effect. 800 gp. Complexity 4 CL 4th

Laughing Trickster’s Pearl: This Ender Pearl functions like Trickster’s Pearl, but the target also takes 2d6 damage when the teleport is completed. This damage is typeless and bypasses all hardness, DR, and resistances. 1250 gp. Complexity 5 CL 5th

Flashstep Twig: By snapping this twig as an immediate action, you instantly teleport 5 ft. If used to avoid an attack or area effect, this grants the target evasion and a +1 dodge bonus to AC and Reflex saves. 450 gp. Complexity 3 CL 3rd

Trickster’s Tooth: As a standard action, you may make a melee touch attack with this large tooth-shaped crystal. If the touch is successful, as part of the same action you may throw it up to 35 ft., ignoring physical barriers so long as they would permit light to pass through. When the Trickster’s Tooth reaches its destination, the touched target must make a DC 12 Will Save or be instantly teleported there. The target can only be teleported into open areas on solid surfaces (thus, they can’t be teleported into the air or into a solid object, and any such attempt instantly fails). In addition, they gain a +4 bonus to their saving throw if the location would be directly harmful to them (onto a bed of spikes, etc.). If the initial touch attack fails, the item is not consumed. 800 gp. Complexity 4 CL 4th

Laughing Trickster’s Tooth: This functions a a standard Trickster’s Tooth, but the target also takes 2d6 damage when the teleport is complete. This damage is typeless and bypasses all hardness, DR, and resistances. 1250 gp. Complexity 5 CL 5th

Wands

Divination

Wand of Prescience: Grants the user a +1 insight bonus to attack rolls for 2 minutes. The spell can be dismissed early to increase the bonus to +11 for one attack. Has 2 spell points. 1000 gp. Complexity 2 CL 2nd.

Wondrous Items

Alteration

Satyr’s Sandals: These comfortable sandals cause the wearer’s feet to grow thicker and coarser hair on them than normal. Once per day as a swift action, the wearer can click her heels to transform her lower half into a pair of goat legs, granting her a 40 ft. land speed for 2 rounds. This is a Shapeshift with the Blank Form. 1,600 gp Complexity 2 CL 2nd.

Divination

Stone of Prescience: This tiny crystal ball can be used to peer a short distance into the future. On command, the user gains a +1 insight bonus to attack rolls for 2 minutes. The spell can be dismissed early to increase the bonus to +11 for one attack. Can be used 3 times per day. 4800 gp. Complexity 2 CL 2nd.

Enhancement

Scabbard of Keen Edges: These scabbards can change shape to accommodate any weapon placed within them. Whenever a weapon is drawn from a Scabbard of Keen Edges, the wielder can choose to have the scabbard Enhance the weapon, doubling its critical threat range (doesn’t stack with keen or Improved Critical) and granting it a +1 bonus to critical confirmation rolls. This Enhancement lasts 3 rounds and can be used three times per day.
7200 gp Complexity 2 CL 3rd.

Fate

Silver Cord of Fate

This silver locket contains a small, folded up piece of parchment. The locket can protect you from death by a specific circumstance, chosen by writing it on the parchment. The protection lasts 10 hours. The writing on the parchment fades over the duration, and the locket glows softly when the specified death draws near. When the chosen circumstances would kill you, you are instead left alive with 1 HP, and the protection ends.

In order for the item to function, the circumstances must be sufficiently specific. For example, “death at the hands of an orc,” “death in an ambush,” “death by fire,” or “death caused by the Telekinesis sphere” would be acceptable; “death by hit point damage” or “death at the hands of an enemy” would not. The GM is the ultimate arbiter both of what is sufficiently specific (though if a set of circumstances is ruled to not be, the caster does not spend spell points) and of whether a particular death meets the specified conditions.

Once you write on the parchment, you cannot write on it again until the writing fades, 10 hours later. Furthermore, the effect cannot be triggered more than once per day.
Complexity 5 CL 10th 10000 gp

Illusion

Decoy Stone: These stones can have any number of appearances, usually offering some indicator of the sound they make. Once per day when thrown against a hard surface, it makes a noise equivalent to 4 humans shouting for up to 6 seconds. Popular noises include a snarling animal, a branch snapping, a gunshot, or a small explosion. It can be thrown with a range increment of 10 ft. 400 gp. Complexity 1 CL 1st.

Protection

Cube of Insulation: This cube has a small button on each side; red, blue, yellow, green, white, and black. They activate an Energy Resistance Ward (Fire, Cold, Electricity, Acid, Sonic, deactivate ward, respectively) when pressed. The ward has a 30 ft. radius, is centered on the cube, does not move, and reduces damage from the warded element by 14. A ward may be summoned once per day. 6,400 gp. Complexity 4 CL 4th

Rods

Alteration

Diadem of the Angel’s Embrace
This white gold crown glows with radiant energy. When worn, the wearer is transformed into an angelic version of themselves. This is a Shapeshift with the blank form and the following traits.
Two wings, and a 50 ft. Fly speed with poor maneuverability
DR 4/Divine
Darkvision 60 ft.
40000 gp Complexity 2 CL 10th. Head slot.

Divination

Sensei's Blindfold Mask
This plain looking cloth mask covers the eyes and blinds the wearer, but grants Blindsight 30 ft. as a constant effect. 54000 gp Complexity 3 CL 9th.

Enhancement

Sharpstone Scabbard
While normally shaped as a katana scabbard, the Sharpstone Scabbard changes shape to accommodate any weapon. Whenever the weapon contained within is drawn, the Sharpstone Scabbard Enhances it, doubling the weapon’s critical threat range (doesn’t stack with keen or Improved Critical) and granting it a +3 bonus to critical confirmation rolls. This enhancement lasts for 9 rounds.
36000 gp Complexity 2 CL 9th.

Non-Magical Items

Mithralweave Shirt
(this is just the Celestial Armor stats but minus the magic)
These pieces appear to be normal clothing, but in fact are made of woven mithral strands, via a process developed by the dwarves. The weave can be dyed, though it is relatively heavy for cloth. It is considered light armor, provides a +6 armor bonus to AC, has a maximum Dexterity bonus of +8, an armor check penalty of -2, weighs 20 lbs., and has an arcane spell failure chance of 15%. It is always considered masterwork. Price 8,000 gp. Cost 2,666 gp Requires a DC 30 skill check to construct.

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