Creating A Fabled Item
Each fabled item begins as a marvelous item (see Spheres of Power crafting feats) that can be used once per day, except that the item is treated as a minor artifact and is indestructible except through a specific method. Its powers grow over time, increasing in caster level (and, sometimes, complexity) to match the character level of its bonded partner. A fabled item may skip an increase at a level it would normally gain something in order to ‘save up’ and get a more valuable increase later. As artifacts, fabled items are unaffected by antimagic fields and similar effects. Fabled items are always masterwork items.
At higher levels, the correct number of uses per day for the basic power depends on the item (since this is unrelated to complexity). In general, only some relics and items with minor effects should get unlimited uses for the base effect - and even then, be careful about allowing unlimited use of anything too strong. When in doubt, limit the basic power to one use per CL, to a maximum of 5, especially if the effect gains additional talents or supporting powers beyond level 5. Base powers are meant to be either weak but usable at-will, or strong but limited in uses per-day.
The powers of fabled items are always the same for any specific user, but may differ if used by someone else. However, it takes either one day of carrying the item or spending two uses of mythic power as a full-round action to attune to a fabled item and gain access to its powers after it has bonded to someone. Unbonded items often bond with qualified users the moment they are picked up and are none too subtle about the process, frequently glowing with holy light, bursting into flames, or otherwise making a show of their presence, though unbonded items occasionally wait to reveal their powers until they believe the time is right. Only bonded users can use fabled items as anything more than mundane objects, and the current bonded user must either willingly permit the transfer to someone else or be dead in order to let it bond to someone else.
Fabled items are split into three levels that cover their total growth. Curios advance until level 9, heirlooms advance until level 14, and relics have no level limit. Curios and heirlooms do not grow stronger or increase their caster level once their level limit is reached, even if the user’s level goes above their cap.
At 5th character level, a fabled item also gains additional powers as an apparatus, charm, implement, marvelous item, spell engine, or enchanted weapon, armor, or shield. Further growth as an item depends on the type of additional powers your item has. Most growth is only additive - fabled items gain new or increased effects, rather than replacing old effects - but at the GM’s discretion, replacements for stronger versions may be allowed when thematically appropriate. For example, a fabled weapon could improve from the flaming special ability (a +1 bonus) to the flaming burst special ability (a +2 bonus). All such bonuses count the full item level for their progression, rather than starting from the level they became available at.
At 10th character level, a fabled item gains another category of growth from the list above. This cannot be the same category chosen previously (except for charm, which may be taken more than once in order to grant benefits from different categories).
Additionally, some categories have additional rules as follows:
- Weapons, implements, armor, and shields gain the equivalent of a +1 bonus at every even level, to a maximum of +5 regular enhancement bonus and the rest in special abilities. You may craft in additional effects that only cost gp at half of their regular cost. Fabled items in these categories may have special abilities without a prior enhancement bonus; while normal items must have an enhancement bonus before gaining special abilities, fabled items often display other traits. For example, it is possible to have a +0 flaming longsword as a fabled item.
- Apparatuses increase in power the same way marvelous items do (+1 caster level and maximum complexity per character level).
- Metamagic apparatuses require a CL of 5 for their lesser form (when fabled items can first gain such effects), 10 for their normal form, and 15 for their greater form.
- Charms grant one type of charm bonus at their earliest caster level for each upgrade, with the effective caster level equal to your character level. For example, a fabled item could grant a +1 deflection bonus to armor class at 3rd, 6th, 9th, etc. levels, or a +1 competence bonus to a skill at every level.
- Spell engines improve every even level, increasing their caster level as normal and gaining an additional magic talent or spell point.
Fabled items cannot be crafted by ordinary means. Instead, they must be found or given to characters. New fabled items are usually only created through rituals directed by deities, by epic-level characters, or as part of long, arduous quests. Fabled items usually have no magical aura while unbonded, and an overwhelming aura of all appropriate spheres when bonded. As artifacts, fabled items are priceless, and their stubborn nature means that buying and selling them is usually pointless because their powers cannot be guaranteed to customers.
Identifying Fabled Items: Unlike most items, fabled items only indicate their current power and effects when evaluated through methods like the detect magic spell or the basic divine ability of the Divination sphere. Many identify as entirely mundane when not bonded to a creature, but can be identified as artifacts once they have a partner.