Name | Cost | Type | Description | Upgrade |
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Focusing Wand | 150 gp | Basic | The simplest form of focus, aids with concentration and can support further enchantment. | Functions as either a wand or metamagic rod. |
Spell Potency Staff +1 | 15,000 gp | Basic | Grants a caster level bonus. | Functions as a custom staff. |
Spell Potency Staff +2 | 30,000 gp | Basic | Grants a caster level bonus. | Functions as a custom staff. |
Spell Potency Staff +3 | 45,000 gp | Basic | Grants a caster level bonus. | Functions as a custom staff. |
Abjuring Rune Stone (10 hp) | 10,000 gp | Arcane School | Places a protective barrier around the targets of your spells. | Grants spell resistance. |
Abjuring Rune Stone (20 hp) | 30,000 gp | Arcane School | Places a protective barrier around the targets of your spells. | Grants spell resistance. |
Abjuring Rune Stone (30 hp) | 50,000 gp | Arcane School | Places a protective barrier around the targets of your spells. | Grants spell resistance. |
Abjuring Rune Stone (40 hp) | 70,000 gp | Arcane School | Places a protective barrier around the targets of your spells. | Grants spell resistance. |
Abjuring Rune Stone (50 hp) | 90,000 gp | Arcane School | Places a protective barrier around the targets of your spells. | Grants spell resistance. |
Conjuring Key (3rd) | 10,000 gp | Arcane School | Prolongs 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 gp | Arcane School | Prolongs 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 gp | Arcane School | Prolongs 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 gp | Arcane School | Allows 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 gp | Arcane School | Allows 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 gp | Arcane School | Allows 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 gp | Arcane School | Grants 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 gp | Arcane School | Grants 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 gp | Arcane School | Grants 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 gp | Arcane School | Infuses 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 gp | Arcane School | Infuses 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 gp | Arcane School | Infuses 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 gp | Arcane School | Makes 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 gp | Arcane School | Makes 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 gp | Arcane School | Makes 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 gp | Arcane School | Increases the realness of shadow spells you cast by 20%. | Grants a +10 bonus to Sleight of Hand checks. |
Illusory Glove, Shadowy (6th) | 18,300 gp | Arcane School | Increases the realness of shadow spells you cast by 20%. | Grants a +10 bonus to Sleight of Hand checks. |
Illusory Glove, Shadowy (9th) | 40,800 gp | Arcane School | Increases the realness of shadow spells you cast by 20%. | Grants a +10 bonus to Sleight of Hand checks. |
Transmuting Vial (+1) | 2,500 gp | Arcane School | Grants 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 gp | Arcane School | Grants 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 gp | Arcane School | Grants 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 gp | Arcane School | Grants 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 gp | Arcane School | Grants 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 gp | Arcane School | Empowers 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 gp | Arcane School | Empowers 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 gp | Arcane School | Empowers undead you create and makes it harder to resist your spells to control undead. | Animates as a dread skull animus. |
Blessed Holy Symbol | 1,400 gp | Divine | Allows 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 gp | Divine | Empowers positive energy damage. | Enables you to overcome the some of the defenses of undead. |
Hammer of Holy Light (6th) | 60,000 gp | Divine | Empowers positive energy damage. | Enables you to overcome the some of the defenses of undead. |
Hammer of Holy Light (9th) | 120,000 gp | Divine | Empowers positive energy damage. | Enables you to overcome the some of the defenses of undead. |
Calling Key (3rd) | 15,000 gp | Divine | Strengthens summoned creatures. | Summons a persistent minion. |
Calling Key (6th) | 60,000 gp | Divine | Strengthens summoned creatures. | Summons a persistent minion. |
Calling Key (9th) | 120,000 gp | Divine | Strengthens summoned creatures. | Summons a persistent minion. |
Ophiuchus Staff (3rd) | 45,000 gp | Divine | Strengthens bonuses and healing granted by your spells. | Dramatically improves your healing skill and is capable of restoring the dead. |
Ophiuchus Staff (6th) | 72,000 gp | Divine | Strengthens bonuses and healing granted by your spells. | Dramatically improves your healing skill and is capable of restoring the dead. |
Ophiuchus Staff (9th) | 99,000 gp | Divine | Strengthens bonuses and healing granted by your spells. | Dramatically improves your healing skill and is capable of restoring the dead. |
Radiant Lantern | 37,550 gp | Divine | Upgrades your cure spells to a more powerful version. | Makes your channeled energy more powerful and harder to resist. |
Bleeding Bone | 14,000 gp | Divine | Allows you to pay material component costs in blood. | Can command its own pool of undead. |
Curse Rod | 28,000 gp | Divine | Spells cast becomes curses and therefore harder to resist and dispel. | Can cast spells as part of a melee attack. |
Genesis Branch | 18,600 gp | Natural | Create magical plant life to enable and empower plant-based spells. | Grows goodberries. |
Blessed Claw | 5,000 gp | Natural | Grants 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 gp | Basic | The simplest form of focus, aids with concentration and can support further enchantment. | None |