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Casting FociBack to Top
Certain, specially created, items can be used focus the the power of a caster. Most of these items appear at first to resemble existing magic items and, in fact, many can have the functions of their corresponding item integrated into it or some other boon. Unless stated otherwise, upgrading a casting focus increases it's price by twice the cost to upgrade it. Each item grants a boon to the caster, improving their magic.
Holding a casting focus does not prevent that hand from performing somatic spell components. Depending on the item, either normal somatic components are used or some manipulation of the item is used in place. Additionally if casting a touch spell, the charge becomes attached to both the caster's hand and the casting focus and can be discharged by touching either one.
All casting foci can be enchanted like a magic weapon. Enhancement bonuses add to any attack rolls or save DCs associated with the spell. Melee weapon properties only apply to damaging spells with a range of touch, while ranged weapon properties only apply to damaging spells with a range longer than touch and that are a "ray" effect or that have a target or targets. Weapon properties with additional restrictions cannot be applied to casting foci. Certain exceptions do apply however. If a casting focus is enchanted with ghost touch all spells cast with it are unaffected by the incorporeal quality as per ghost touch. A casting focus can be enchanted with the deadly property which changes any non-lethal damage dealt by spells cast with the focus to lethal damage instead but also makes every spell cast with the focus count as a "damaging" spell. If a casting focus is enchanted with the keen quality or is the subject of the keen edge spell, it doubles the threat range of all attack rolls associated with spells cast using the focus. An enchanted casting foci has the higher caster level of its base caster level and the caster level of its enchantments.
Some casting foci can be wielded and enchanted as some type of weapon. Enchantments on these items apply separately to its use as a casting foci and as a weapon similar to if it were a double weapon, listing enchantments on the casting focus functionality first. When applying an enchantment to either the casting focus or weapon functionality, the material component cost of making the item is reduced by the square of the overlapping equivalent enhancement bonus times 1,000 gp and the required time at the same rate. (i.e. Enchanting a +2 bane / +3 ghost touch shocking burst spell potency staff to +4 bane shocking burst / +3 ghost touch shocking burst would cost (49,000 - 25,000) - (9,000 - 4,000) = 24,000 - 5,000 = 19,000 gp and take 38 days instead of 49,000 - 9,000 = 40,000 gp taking 80 days.) (WIP, Subject to change.)
Casting foci are seperated into a number of types. Any caster can use any type of focus and the type has no effect on its functionality, though the type does indicate what type of caster it was designed for and therefore who might get the most use from it.
NameCostTypeDescriptionUpgrade
Focusing Wand150 gpBasicThe simplest form of focus, aids with concentration and can support further enchantment.Functions as either a wand or metamagic rod.
Spell Potency Staff +115,000 gpBasicGrants a caster level bonus.Functions as a custom staff.
Spell Potency Staff +230,000 gpBasicGrants a caster level bonus.Functions as a custom staff.
Spell Potency Staff +345,000 gpBasicGrants a caster level bonus.Functions as a custom staff.
Abjuring Rune Stone (10 hp)10,000 gpArcane SchoolPlaces a protective barrier around the targets of your spells.Grants spell resistance.
Abjuring Rune Stone (20 hp)30,000 gpArcane SchoolPlaces a protective barrier around the targets of your spells.Grants spell resistance.
Abjuring Rune Stone (30 hp)50,000 gpArcane SchoolPlaces a protective barrier around the targets of your spells.Grants spell resistance.
Abjuring Rune Stone (40 hp)70,000 gpArcane SchoolPlaces a protective barrier around the targets of your spells.Grants spell resistance.
Abjuring Rune Stone (50 hp)90,000 gpArcane SchoolPlaces a protective barrier around the targets of your spells.Grants spell resistance.
Conjuring Key (3rd)10,000 gpArcane SchoolProlongs the duration of objects and creatures summoned or created by your spells and strengthens objects and creatures created by your spells.Either magically locks/unlocks or blocks/enables teleportation.
Conjuring Key (6th)36,700 gpArcane SchoolProlongs the duration of objects and creatures summoned or created by your spells and strengthens objects and creatures created by your spells.Either magically locks/unlocks or blocks/enables teleportation.
Conjuring Key (9th)81,700 gpArcane SchoolProlongs the duration of objects and creatures summoned or created by your spells and strengthens objects and creatures created by your spells.Either magically locks/unlocks or blocks/enables teleportation.
Divining Sphere (3rd)18,000 gpArcane SchoolAllows you revert time once per day after the casting a spell to before the spell was cast.Functions as a crystal ball.
Divining Sphere (6th)72,000 gpArcane SchoolAllows you revert time once per day after the casting a spell to before the spell was cast.Functions as a crystal ball.
Divining Sphere (9th)162,000 gpArcane SchoolAllows you revert time once per day after the casting a spell to before the spell was cast.Functions as a crystal ball.
Enchanting Rings (+8)6,400 gpArcane SchoolGrants a bonus to charisma based skills to either the caster or the target.Allows switching between up to 12 other magic rings.
Enchanting Rings (+14)19,600 gpArcane SchoolGrants a bonus to charisma based skills to either the caster or the target.Allows switching between up to 12 other magic rings.
Enchanting Rings (+20)40,000 gpArcane SchoolGrants a bonus to charisma based skills to either the caster or the target.Allows switching between up to 12 other magic rings.
Evocation Rod (3rd)3,000 gpArcane SchoolInfuses your spells with destructive power that allows you to overcome some or all of target's energy resistances and immunities.Can either add additional energy damage to spells or function as a metamagic rod.
Evocation Rod (6th)11,000 gpArcane SchoolInfuses your spells with destructive power that allows you to overcome some or all of target's energy resistances and immunities.Can either add additional energy damage to spells or function as a metamagic rod.
Evocation Rod (9th)24,500 gpArcane SchoolInfuses your spells with destructive power that allows you to overcome some or all of target's energy resistances and immunities.Can either add additional energy damage to spells or function as a metamagic rod.
Illusory Glove, Ethereal (3rd)9,300 gpArcane SchoolMakes it harder to for other to notice when you cast an illusion and to magical detect your illusions.Grants a +10 bonus to Sleight of Hand checks.
Illusory Glove, Ethereal (6th)29,300 gpArcane SchoolMakes it harder to for other to notice when you cast an illusion and to magical detect your illusions.Grants a +10 bonus to Sleight of Hand checks.
Illusory Glove, Ethereal (9th)78,800 gpArcane SchoolMakes it harder to for other to notice when you cast an illusion and to magical detect your illusions.Grants a +10 bonus to Sleight of Hand checks.
Illusory Glove, Shadowy (3rd)5,000 gpArcane SchoolIncreases the realness of shadow spells you cast by 20%.Grants a +10 bonus to Sleight of Hand checks.
Illusory Glove, Shadowy (6th)18,300 gpArcane SchoolIncreases the realness of shadow spells you cast by 20%.Grants a +10 bonus to Sleight of Hand checks.
Illusory Glove, Shadowy (9th)40,800 gpArcane SchoolIncreases the realness of shadow spells you cast by 20%.Grants a +10 bonus to Sleight of Hand checks.
Transmuting Vial (+1)2,500 gpArcane SchoolGrants a bonus or penalty to a chosen type of check to subjects of your spells.Allows the creation of a number of temporary alchemical items each day.
Transmuting Vial (+2)10,000 gpArcane SchoolGrants a bonus or penalty to a chosen type of check to subjects of your spells.Allows the creation of a number of temporary alchemical items each day.
Transmuting Vial (+3)22,500 gpArcane SchoolGrants a bonus or penalty to a chosen type of check to subjects of your spells.Allows the creation of a number of temporary alchemical items each day.
Transmuting Vial (+4)40,000 gpArcane SchoolGrants a bonus or penalty to a chosen type of check to subjects of your spells.Allows the creation of a number of temporary alchemical items each day.
Transmuting Vial (+5)62,500 gpArcane SchoolGrants a bonus or penalty to a chosen type of check to subjects of your spells.Allows the creation of a number of temporary alchemical items each day.
Necromantic Skull (3rd)15,000 gpArcane SchoolEmpowers undead you create and makes it harder to resist your spells to control undead.Animates as a dread skull animus.
Necromantic Skull (6th)60,000 gpArcane SchoolEmpowers undead you create and makes it harder to resist your spells to control undead.Animates as a dread skull animus.
Necromantic Skull (9th)120,000 gpArcane SchoolEmpowers undead you create and makes it harder to resist your spells to control undead.Animates as a dread skull animus.
Blessed Holy Symbol1,400 gpDivineAllows you to reroll at least one attack roll, saving throw, or skill check each day.Allows you to recall one spell per day.
Hammer of Holy Light (3rd)15,000 gpDivineEmpowers positive energy damage.Enables you to overcome the some of the defenses of undead.
Hammer of Holy Light (6th)60,000 gpDivineEmpowers positive energy damage.Enables you to overcome the some of the defenses of undead.
Hammer of Holy Light (9th)120,000 gpDivineEmpowers positive energy damage.Enables you to overcome the some of the defenses of undead.
Calling Key (3rd)15,000 gpDivineStrengthens summoned creatures.Summons a persistent minion.
Calling Key (6th)60,000 gpDivineStrengthens summoned creatures.Summons a persistent minion.
Calling Key (9th)120,000 gpDivineStrengthens summoned creatures.Summons a persistent minion.
Ophiuchus Staff (3rd)45,000 gpDivineStrengthens bonuses and healing granted by your spells.Dramatically improves your healing skill and is capable of restoring the dead.
Ophiuchus Staff (6th)72,000 gpDivineStrengthens bonuses and healing granted by your spells.Dramatically improves your healing skill and is capable of restoring the dead.
Ophiuchus Staff (9th)99,000 gpDivineStrengthens bonuses and healing granted by your spells.Dramatically improves your healing skill and is capable of restoring the dead.
Radiant Lantern37,550 gpDivineUpgrades your cure spells to a more powerful version.Makes your channeled energy more powerful and harder to resist.
Bleeding Bone14,000 gpDivineAllows you to pay material component costs in blood.Can command its own pool of undead.
Curse Rod28,000 gpDivineSpells cast becomes curses and therefore harder to resist and dispel.Can cast spells as part of a melee attack.
Genesis Branch18,600 gpNaturalCreate magical plant life to enable and empower plant-based spells.Grows goodberries.
Blessed Claw5,000 gpNaturalGrants a bonus to concentration checks while polymorphed.Can receive enhancement bonuses and special qualities that apply to one or all of your natural attacks.
Casting Weapon+2,000 gpBasicThe simplest form of focus, aids with concentration and can support further enchantment.None