Archived

The original version of [[Implements Staves (Caster LevelTalent Access)|Implements [Staves] (Caster Level/Talent Access)]], from before Ultimate Spheres of Power. Not part of the current rules.

Just as a weapon can grant enhancement bonuses to its wielder’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 implements benefiting the same sphere do not stack. These bonuses only apply to the wielder themselves; this bonus does not apply to wands nor other magic items they might be using. 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 caster level when determining the maximum caster level implement 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.

Aside from other special abilities, Implements can also provide access to specific talents or grant their bonus to one or more additional spheres.

Implements were previously described as Staves in Spheres of Power, but have since been updated to a new type of equipment. Any reference in special abilities that refers to staves also refers to implements. They are normally made with the Craft Implement of Power feat, but can also be made with the Craft Staff feat if you aren’t using the new crafting feats.

Note: Implements cannot be used to meet caster level prerequisites. If a talent has prerequisites, the user or the staff must have access to all prerequisites to use that talent.

Table: Implement Pricing

Bonus EquivalentBase Price (gp)
+12,000
+28,000
+318,000
+432,000
+550,000
+672,000
+798,000
+8128,000
+9162,000
+10200,000

New Implements

Blaster’s Bracers

Aura moderate Destruction; CL 6th;
Slot wrists; Price 8,000 gp Weight 1 lb.
Description
Each pair of blaster’s bracers are imbued with one blast shape talent when created. The wearer may treat this talent as a talent known while wearing the bracers. Both bracers must be worn to have any effect and they require a 24 hour attunement period before use.
Construction Requirements
Craft Staff, Destruction sphere, creator must possess the talent to be granted; Cost 4,000 gp

Energy Grapple

Aura moderate Destruction; CL 9th;
Slot wrists; Price 16,000 gp Weight 1 lb.
Description
These bracers have a projection point just under the wearer’s palms, allowing them to grab strands of coherent energy. While wearing the energy grapple, the wearer gains access to the Energy Tether blast shape talent and the Tether Adept feat. If the Energy Tether talent is already possessed, the wearer instead gains the Bounding Tether mystic combat ability, even if possessing no kinetic scourge levels. If both the Energy Grapple talent and the Tether Adept feat are possessed, the wearer gains the Bounding Tether and Dual Tether mystic combat abilities.
Construction Requirements
Craft Staff, Destruction sphere, Energy Tether, Tether Adept feat, mystic combat class feature; Cost 8,000 gp

Ghost Staff

Aura moderate Death; CL 10th
Slot none; Price 50,000 gp; Weight 5 lbs.
Description
This +3 death staff also contains the Project Spirit advanced Death talent.
Construction Requirements
Craft Staff, Death Sphere, Project Spirit; Cost 25,000 gp

Hidden Blade

Aura moderate, Illusion; CL 10th
Slot none; Price 49,000 gp; Weight 5 lbs.
Description
This +3 glamered longsword also functions as a +3 illusion staff.
Construction Requirements
Craft Magical Weapons and Armor, Craft Staff, Craft Rod, Illusion Sphere, masterwork longsword; Cost 24,500 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

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 level with the Conjuration and Death spheres. Enhancement bonuses 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 saving 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 Sands and Storms

Price 200,000 gp; Aura Strong weather; CL 20th; Weight 100 lbs.
Description
This staff is carved from ancient wood, petrified with age until it is almost stone. The staff itself is supernaturally heavy; simply holding it and carrying it can be incredibly difficult. For those who can bear its weight and speak its command word, however, they find that an entire worlds-worth of energy appears to be stored within it.

The staff of sands and storms is a +5 Weather staff in any hands, but it also holds up to 10 charges within it; the staff can be recharged at a rate of one charge per day by a caster holding it and spending a spell point. As a standard action its wielder can speak a command word to expend one charge, tapping into and unleashing the writhing energy stored inside the staff. Upon doing so, the staff unleashes a 1,200 ft. cone of severity level 7 weather of either Wind, Rain, Cold, or Heat (wielder’s choice), which persists for 20 rounds. This weather is not considered created by the wielder’s control weather, and cannot be combined with talents such as Storm Lord that add effects to the wielder’s created weather. However, this extreme weather counts as a use of control weather with a caster level and MSB of 20 and an MSD of 31 for the purposes of battling for control with another caster.

A staff of sands and storms can be used for a retributive strike, requiring it to be broken by its wielder as a standard action. (This purposeful breaking does not require a Strength check) The weather within 1,200 ft. of the staff becomes severity level 7 wind, rain, and either cold or hot (50% chance of either) for 1 hour, and all creatures and objects within 2 squares of the broken staff take an amount of lightning damage equal to 20 x the number of charges in the staff. Creatures and objects 3 or 4 squares away take an amount of electricity damage equal to 15 x the number of charges, and those 5 or 6 squares away take an amount of electricity damage equal to 10 x the number of charges. All those affected can make DC 17 Reflex saves to reduce the damage by half.

The character breaking the staff has a 50% chance of traveling to another plane of existence (01—50 on a d%), but if she does not, the explosive release of spell energy instantly destroys her. Only certain items, including the staff of the magi and the staff of power, are capable of being used for a retributive strike.
Construction Requirements
Craft Staves, Weather sphere, Wind Lord, Cold Lord, Heat Lord, Rain Lord; Cost 100,000 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 inside 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


New Implement Special Abilities

The following special abilities can be applied to implements.

Diamond Spheres: Magical Organizations [DRS]: The abilities marked below use these rules.

This section contains new implement special abilities with a focus on the “grasped” keyword ability. Implements with these special abilities may enhance a user’s magic, as they normally would, but are also conduits of their own minor tricks and abilities, a favorite of hedge wizards which rely on wands, foci, and other implements to complement their inherent talent.

Implement Prerequisite Sphere: Certain implement special abilities may only be placed onto an implement that meets certain prerequisites, such as being associated with a certain sphere or possessing a different special ability. Implement requirements are listed as “Prerequisite Sphere: X” in their Description.

Implement Special Ability Keyword - Grasped: An implement special ability with a “grasped” effect has additional effects or functions while held in hand as the user would a weapon. This means the implement must be wielded in a hand that is capable of wielding weapons and making attacks with them. Implements that have been crafted to be worn or occupy an item slot may be temporarily grasped with the user’s hand, provided the user has a free hand to grasp the implement (such as a neck slot implement being held at the chest, not simply passively being worn).

For example, the additional grasped effects would not be usable when held in secondary arms from the Alteration sphere Additional Limbs talent.

Abjuring

While wielding this staff, the caster may spend a spell point as an immediate action to grant spell resistance to himself and all friendly creatures within 30 ft. against a single spell or sphere ability. The resistance then ends. The value of this spell resistance is equal to the Protection caster level of the wielder + 10. Source: The Abjurer’s Handbook

Construction Requirements: Craft Staff, Protection sphere; Price +3 bonus

Aggressive

This property may only be applied to staves which give a caster level bonus to spells from the War sphere.

The bearer and all allies within 30 ft. gain an insight bonus to initiative equal to the staff’s enhancement bonus.

Moderate enchantment; CL 8th; Craft Staff, War sphere; Price +1 bonus

Aiming

Aura faint Divination; CL 5
Slot implement; Price +1 bonus; Weight -
Description
When using a sphere effect from a sphere to which this implement grants its enhancement bonus, you may apply the implement’s enhancement bonus to any attack and damage rolls granted by the sphere effect.
Construction Requirements
Craft Implement of Power

Alerting

This property may only be applied to staves which give a caster level bonus to spells from the War sphere.

Whenever you roll initiative, you may spend a spell point to allow allies within 30 ft. to use your initiative count (if it is higher than their own). You still act before them, and others use their original initiative order to settle the tie.

Strong enchantment; CL 15th; Craft Staff, War sphere; Price +3 bonus

Attendant

This enchantment can be applied to any handheld magic item, including weapons, shields, or staves.

An attendant item springs to hand when you send for it. As a swift action you can call for an attendant item, and if it is within 50 ft it attempts to leaps to your hand. If it is currently held by another creature or trapped or bound in some way it fails to arrive, though it can extricate itself from a backpack or sheathe. You must possess an attendant item for at least 24 hours before you can use this function.

Faint transmutation; CL: 5th; Craft Wondrous Item, Telekinesis Sphere, Call to Hand; Price: +1,000 gp

Bone-Tolling

Source: Diamond Spheres: Magical Organizations

Aura moderate Death; CL 7th
Price +6,000 gp

Description
The implement is capable of producing sickle-green spikes of energy that radiate death.

Prerequisite Sphere: Death sphere.

The wielder may use a bone-tolling implement to make a ranged touch attack against a target within 60 feet, launching a sickly green spike of necromantic energy. This attack deals 1d6 negative energy damage per enhancement bonus and afflicts the target with a -2 penalty on saving throws against death effects for 1 minute.

Grasped: When grasped, an undead under the wielder’s control may consume the implement’s affliction from a target as part of making an attack. If they do, the affliction’s penalty to saving throws becomes a penalty to the creature’s AC against the undead’s attack, and the undead gains a circumstance bonus to damage equal to this implement’s enhancement bonus.

Construction
Requirements Craft Implement Of Power, Death sphere (any (dominion) talent); Cost +3,000 gp

Capacitance

You may cast sphere effects into this staff, storing them for a short time before discharging them simultaneously. This casting spends any spell points required at the time it is performed. You may cast sphere effects into the staff with total spell point cost not exceeding the staff’s enhancement bonus and total caster level not exceed three times your caster level (use the highest caster level for the effects stored if you have multiple caster levels). Once an effect is cast into the staff, it dissipates harmlessly after 1 minute. All stored effects may be released as a 1 round action, choosing targets for each stored effect individually within the parameters of that effect.

Faint time; Craft Staff, Time sphere; Price +2 bonus

Carved

This property may only be applied to staves which give a caster level bonus to spells from the War sphere.

This staff has been enchanted to conduct primal energies through channels engraved in it. The caster may use a swift action to move any totem they own within long range so that it is centered at their current location.

Moderate enchantment; CL 6th; Craft Staff, War sphere; Price +1 bonus

Cloud-Shifting

Source: Diamond Spheres: Magical Organizations

Aura moderate Nature; CL 8th
Price 5,000 gp

Description
This implement seems to whistle and sing in the wind, small tufts of cloud-like smoke trailing from it.

Prerequisite Sphere: Nature sphere.

As a standard action, the wielder may create a brief current of wind within 60 feet. This wind is not enough to disperse a fog effect, but instead can move a fog effect up to 5 feet, +5 feet per enhancement bonus. For unusually large fog effects (generally those greater than a 20-foot radius), a cloud-shifting implement may move up to a 20-foot radius of the fog effect with a single use.

The brief current of wind produced by a cloud-shifting implement may move any fog or fog-like effect that would normally be dispersed by wind; if a fog effect would be produced by a constant source (such as an eversmoking bottle, the guards and wards spell, or a similar constant source of fog), the fog effect dissipates 1d4 rounds after being moved from its source.

Grasped: While grasped, the wielder may concentrate on the current of wind, instead creating wind that can disperse a fog effect. This wind disperses fog within 5 rounds, -1 per enhancement bonus (at enhancement bonus 5, using the cloud-shifting implement disperses the fog the same turn it is conjured).

Construction
Requirements Craft Implement Of Power, Nature sphere ((air) package); Cost +2,500 gp

Energy-Branding

Source: Diamond Spheres: Magical Organizations

Aura moderate Destruction; CL 7th
Price varies (see table)

Description
This implement features a faintly glowing iron brand, which appears faintly warm to the touch.

Prerequisite Sphere: Destruction sphere.

Each energy-branding implement has an associated damage type, selected when first crafted. This determines the cost and its effects (see Table: Energy-Branding Implement below).

As a standard action, the wielder of an energy-branding implement may brand a creature within 60 feet with glowing red runes which last for 1 minute. If the marked creature suffers the associated damage while branded, the brand is consumed and the creature takes additional damage of the associated type equal to 1d6 + this implement’s enhancement bonus and suffers a -2 penalty on attack rolls for 1d4 rounds.

Grasped: When grasped, the wielder may place enhanced brands on a creature, which are not consumed when the branded target takes the associated damage (but only triggers to deal damage once per round). Alternatively, the caster may increase the casting time of a sphere ability by 1 step to have that sphere ability brand any target that is damaged or fails their saving throw (as though targeted with the non-grasped energy-branding effect).

Construction
Requirements Craft Implement Of Power, Destruction sphere (any fire (blast type)); Cost varies (see table)

Table: Energy-Branding Implement

QualityEnergy TypePrice (gp)Crafted Cost (gp)
MinorAcid, Cold, Electricity, Fire+7,500 gp+3,750 gp
MajorBludgeoning, Piercing, Slashing+12,000 gp+6,000 gp
GreaterSonic, Force, Positive, Negative+15,000 gp+7,500 gp

Equitable

This ability can only be applied to a staff that grants a bonus to the Life sphere.

This staff can be used to remove a condition that the bearer can not normally restore, provided a basic Life talent exists that can perform the function. The staff may be used this way a maximum number of times per day equal to the caster level bonus it grants. The bearer must still pay the spell point cost of the ability.

Moderate enchantment; CL 6th; Craft Staff, Life sphere; Price +1 bonus

Erudite

Aura faint Divination; CL 5
Slot implement; Price +4,000 gp; Weight -
Description
While using this implement, the caster may apply its enhancement 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 affected. The skills affected (by sphere) are:

Table: Erudite Skills

SphereAssociated Skills
AlterationDisguise and Survival
ConjurationHandle Animal and Ride
CreationCraft (any) and Knowledge (engineering)
DarkKnowledge (dungeoneering) and Stealth
DeathKnowledge (planes) and Knowledge (religion)
DestructionIntimidate and Knowledge (engineering)
DivinationPerception and Sense Motive
EnhancementSpellcraft and Use Magic Device
FateKnowledge (arcana) and Knowledge (history)
IllusionBluff and Disguise
LifeHeal and Knowledge (religion)
LightKnowledge (geography) and Perception
MindDiplomacy and Sense Motive
NatureKnowledge (nature) and Survival
ProtectionEscape Artist and Survival
TelekinesisFly and Sleight of Hand
TimeKnowledge (history) and Knowledge (nobility)
WarDiplomacy and Intimidate
WarpKnowledge (geography) and Knowledge (planes)
WeatherFly 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

Fate-Turning

Source: Diamond Spheres: Magical Organizations

Aura strong Fate; CL 13th
Price +13,000 gp

Description
This implement feels like it possesses a notable heft to it, despite any weight it may have, as though it knows it is important.

Prerequisite Sphere: Fate sphere.

As a standard action, the wielder of a fate-turning implement may target another creature within 30 feet, imposing a beneficial or detrimental effect of the wielder’s choice.

  • Beneficial: The target receives a +2 bonus on attack rolls and saving throws against Fate sphere effects.
  • Detrimental: The target receives a -2 penalty on attack rolls and saving throws against Fate sphere effects.

This effect lasts for 1 round per enhancement bonus. Only a single creature at a time may be affected by the fate-turning implement; using this implement again ends the effect on any previous target.

Grasped: The wielder may concentrate on this implement’s effects as a standard action (the same as concentrating on a sphere effect). While concentrating, the implement’s effects do the following, in addition to their beneficial or detrimental effect:

  • Beneficial: The target adds a +1d4 insight bonus to any d20 roll they rerolled (such as the Fate sphere Bless talent). This bonus applies to the check’s final result.
  • Detrimental: The target subtracts -1d4 from any d20 roll they rerolled (such as the Fate sphere Curse talent). This penalty applies to the check’s final result.

Construction
Requirements Craft Implement Of Power, Fate sphere (Bless or Curse); Cost +6,500 gp

Flinging

This special ability can only be placed on a staff of the telekinesis sphere.

When you use a lifted object as a Bludgeon, it gains your staff’s enhancement bonus as an enhancement bonus to attack and damage.

Faint transmutation; CL: 5th; Craft Staff, Telekinesis Sphere; Price: +1 Bonus

Girding

This Protection staff gives its wielder a circumstance bonus to AC equal to its enhancement bonus while it is being held. Source: The Abjurer’s Handbook

Construction Requirements: Craft Staff, Protection sphere; Price +2 bonus

Light-Shining

Source: Diamond Spheres: Magical Organizations

Aura faint Light; CL 4th
Price +6,000 gp

Description
This implement casts a soft, welcoming light in your hands, and an imposing glare when held aloft.

Prerequisite Sphere: Light sphere.

As a standard action, the wielder of a light-shining implement may make the implement cast bright light in a 20-foot radius as a torch. This light may be snuffed by the wielder as a move action (or part of a move action to move). Allies within this light gain a +2 circumstance bonus on Perception checks.

Grasped: When grasped, the light produced by a light-shining implement greatly interferes with the wielder’s enemies. Whenever an enemy makes an attack roll while within a light-shining implement’s radius of bright light, they must succeed at their choice of either a Reflex saving throw (DC equal to the wielder’s Light sphere DC) or a Perception check (DC equal to 10 + 5 times this implement’s enhancement bonus). A failed saving throw or skill check blinds the attacker until the end of turn (this may cause the triggering attack to roll against concealment). Regardless whether the creature succeeds or fails their saving throw or Perception check, that creature is immune to this effect for 24 hours.

A creature with the light sensitivity or light blindness abilities rolls their saving throw or Perception check twice and takes the worse result and only becomes immune for 24 hours if they succeed their saving throw or Perception check.

Construction
Requirements Craft Implement Of Power, Light sphere; Cost +3,000 gp

Magic Talent

Any caster wielding the staff gains access to a magic talent contained within the staff. If this 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, a staff needs a minimum caster level equal to that talent’s prerequisite caster level, and must contain all of that talent’s prerequisite talents. A staff may gain this special quality multiple times.

Cost: +2 bonus

Prerequisite: The crafter must have access to the magic talent to be included, either on their own or through another caster. The talent must belong to the staff’s base sphere. A caster wielding the staff counts as possessing that magic talent when meeting the prerequisites for creating other magic items.

Meditation

When casting a spell or sphere effect to which the staff’s enhancement bonus applies, the wielder adds twice the staff’s enhancement bonus as an enhancement bonus to concentration checks relating to that spell or sphere effect.

Construction Requirements: Craft Staff, Mind sphere, the Powerful Charm talent; Price: +2000 gp

Mesmerism

While wielding a staff with this benefit, a caster with access to the Mind sphere gains access to a gaze attack capable of affecting creatures within close range.

At first this gaze attack does nothing apart from making others who meet your gaze feel unsettled (an effect that those with the Subtlety talent may suppress if they choose). This effect can be suppressed or resumed as a free action. The gaze attack’s effect can shift to be that of any lesser or greater charm from the Mind sphere that the staff’s wielder possesses as a talent; shifting the gaze to a lesser charm can be done indefinitely (though it doesn’t change the fact that a creature can only be affected by any given caster’s lesser charms once per day).

Shifting the gaze attack to a greater charm costs 1 spell point, and the effect lasts for 1 round per point of casting ability modifier (at which point the wielder must either pay another spell point, shift to a different ability, or end the ability as a free action).

Construction Requirements: Craft Staff, Mind sphere, the Group Charm talent, the Project Thoughts talent; Price: +3 bonus

Platform-Calling

Source: Diamond Spheres: Magical Organizations

Aura moderate Creation; CL 8th
Price +8,000 gp

Description
This implement features a geometric, crystalline pattern.

Prerequisite Sphere: Creation sphere.

As a standard action, the wielder may create a single horizontal, flat 5-foot-by-5-foot platform made of crystallized magic anywhere within 25 feet + 5 feet per enhancement bonus. Each platform is a physical object with 5 hit points, 2 hardness per enhancement bonus, and can support 200 lbs per enhancement bonus (or generally 1 Medium creature per enhancement bonus). Platforms created with this implement float and can remain suspended over other surfaces or even midair.

Any platforms created using the platform-calling implement last for up to 1 minute or until the platform-calling implement is used again.

Grasped: While grasped, the wielder may create a single platform as a swift action, rather than as a standard action.

If used as a full-round action, the wielder may instead create a number of contiguous platforms, up to 1 platform + 1 platform per enhancement bonus (such as to create a 2x2 platform using 4 platforms, or a 1x6 platform to span a gap). Contiguous platforms add their weight total together when determining the total weight they can hold.

Construction
Requirements Craft Implement Of Power, Creation sphere (Object of Force); Cost +4,000 gp

Rune-Buffering

Source: Diamond Spheres: Magical Organizations

Aura faint Protection; CL 4th
Price +6,000 gp

Description
This implement features a band of repeating runes and symbols etched into the implement with metal filigree.

Prerequisite Sphere: Protection sphere.

As a standard action, the wielder of a rune-buffering implement may grant themselves or an ally within 30 feet a +2 circumstance bonus on saving throws for 1 round.

Grasped: When grasped, the rune-buffering implement’s effects last for a number of additional rounds equal to this implement’s enhancement bonus. Alternatively, this ability can be used as a swift action but lasts the normal duration of 1 round.

Construction
Requirements Craft Implement Of Power, Protection sphere; Cost +3,000 gp

Second Sphere

The staff provides an enhancement bonus to a sphere other than its base sphere, chosen when this special quality is gained. This benefit may be taken up to 5 times. The effects stack.

Cost: +1 bonus

Prerequisite: The crafter must have access to the sphere to be enhanced, either on their own or through another caster.

Shadow-Veiling

Source: Diamond Spheres: Magical Organizations

Aura moderate Illusion; CL 8th
Price +9,000 gp

Description
This implement seems to drink in light, making it more difficult to discern.

Prerequisite Sphere: Illusion sphere.

As a standard action, the wielder of a shadow-veiling implement may grant a veiling haze to themselves or an ally within 30 feet. This haze grants 20% concealment for 2 rounds per enhancement bonus. Concealment granted by a shadow-veiling implement does not allow a creature to make a Stealth check to hide.

While benefitting from this haze, as an immediate action the affected creature may increase this concealment to 50% (but the haze’s effects end at the end of the current turn). This immediate action must be taken before an attack roll is made.

Grasped: When grasped, the shadow-veiling implement’s ability can be used as a swift action. Alternatively, when used as a standard action, the wielder may grant a veiling haze to any number of allies within 30 feet.

Construction
Requirements Craft Implement Of Power, Illusion sphere; Cost +4,500 gp

Spatial-Stitching

Source: Diamond Spheres: Magical Organizations

Aura moderate Warp; CL 8th
Price +7,000 gp

Description
This implement is made of concentric, overlapping parts that seem to unnaturally overlap.

Prerequisite Sphere: Warp sphere.

As a standard action, the wielder may designate a 5-foot cube within 25 feet + 5 feet per enhancement bonus, creating a “spatial stitch”. A spatial stitch remains until the wielder creates a new spatial stitch or the spatial stitch becomes further than 25 feet + 5 feet per enhancement bonus from the spatial-stitching implement’s wielder.

Whenever a creature moves through a spatial stitch, that creature may move through that square without expending movement (the spatial stitch is effectively a square of free movement, ignoring difficult terrain and not provoking for movement through the square, but not allowing a creature to move through solid objects or spaces they could not pass through normally). Movement through a spatial stitch is a teleportation effect.

Grasped: While grasped, the wielder may create a spatial stitch as part of a move action made to move. In addition, the wielder may create 1 additional spatial stitch so long as the implement is grasped (and may place the two spatial stitches down simultaneously, provided they are adjacent to one another).

Construction
Requirements Craft Implement Of Power, Warp (Loop Space); Cost +3,500 gp

Sunset

This special ability may only be placed on a staff of the Light sphere. When the wielder of a staff with this property causes one of their glow effects to shed bright light by concentrating on it, they may choose for that bright light to persist one round after they stop concentrating on it.

If the wielder of this staff also possesses the Lingering Glow talent, the effects stack, allowing bright light to persist for three rounds after they stop concentrating on it.

Faint evocation; CL: 4th; Craft Staff, Light sphere, Lingering Glow; Price: +1 Bonus

Sustaining

This special ability can only be placed on a staff of the telekinesis sphere.

You may delegate a telekinetic effect to a sustaining staff. This effect works like the Sustained Force use of telekinesis, except that you do not need to spend a spell point, and your staff may only sustain a single effect at a time. If you delegate concentration to your staff while it is already sustaining a telekinetic effect, the previous effect ceases and all lifted objects are released.

Moderate transmutation; CL: 8th; Craft Staff, Telekinesis Sphere; Price: +2 Bonus

Vital

This ability can only be applied to a staff that grants a bonus to the Life sphere.

The bearer of this staff and all creatures within 60 ft. receive a bonus to their saving throws equal to its enhancement bonus against the Death sphere, negative energy, and death effects. The bearer of this staff gain the benefits of the Counterspell feat, which may only be used to counter or dispel Death sphere abilities. Those wielding the staff may add the staves enhancement bonus to their magic skill bonus when using the staff this way.

Weak enchantment; CL 4th; Craft Staff, Life sphere, Counterspell; Price +2 bonus

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

Watchful

This property may only be applied to staves which give a caster level bonus to spells from the War sphere.

With this staff, you may rally an ally (but not yourself) as a free action once per round. You may take this action even when it is not your turn, but not while you are unable to use immediate actions. You must pay the normal spell point costs required by the rally.

Moderate enchantment; CL 10th; Craft Staff, War sphere; Price +2 bonus

Wellspring

This ability can only be applied to a staff that grants a bonus to the Life sphere.

When the bearer of this staff uses a cure effect, they may tap into the reserve of this staff and add extra points to the cure. A maximum of 20 hit points per +1 caster level bonus of the staff per day can be provided by the staff, and can be delivered in any combination of cure effects. These extra hit points return over night.

Moderate enchantment; CL 8th; Craft Staff, Life sphere, Fount of Life; Price +1 bonus