Crafting traditions are split into drawbacks (which are penalties to items or their users), qualities (which provide balanced effects), and boons (which can be gained by taking drawbacks). The overall combination of these determines the effects of the crafting tradition. The GM is the final arbiter of which crafting traditions exist in a specific game world and whether or not new traditions can be made. In many cases, crafting traditions are defined by the setting and could be limited by casting tradition. For example, wizards trained at an arcane school may craft one way while desert nomads may craft in a completely different way.
Not every drawback, quality, or boon is applied to every type of item. Some traits only apply to specific types of items, as specified in their description. Also, crafters are not required to apply boons to a tradition, regardless of the number of drawbacks it has. Some crafters simply enjoy messing with anyone who uses their items.
Note: Characters Who Magically Form Equipment
Characters who can create equipment through magic, such as armorists, may apply a crafting tradition they know to that summoning. The crafting tradition must have effects that are relevant for the item; this bars drawbacks such as Expensive, which does not apply to conjured gear. The GM is the final arbiter of whether or not a given drawback, quality, or boon is appropriate for a character who can magically form equipment.
Drawbacks
A crafting tradition can have any number of drawbacks, though most only have 2-4, and rarely more than 6 at any one time.
Area-Bound
Area-Bound items are attuned to a single location, such as a cave, leyline intersection, or magical tower. The item only functions when within 1 mile per caster level of that spot, though creators may choose to lower this maximum distance when crafting the item.
Alternatively, the item may need to be placed in a specific area in its bonded location, such as a holy spring, alchemical charging station, or on top of a shrine dedicated to a specific deity. It must remain there for at least 5 minutes in order to regain its daily uses (and can only be recharged this way once per day). Items without daily uses need to be recharged every 24 hours or they will stop functioning until recharged in this way, but can be used at any distance from their bound location.
Area-Bound items may be bound to different locations of the same type by attempting a Spellcraft check with a DC of 25 + its caster level after an 8 hour ritual. You gain a +15 bonus to this check if you possess the same crafting tradition as the item. How similar an area must be depends on the item. For example, sacred relics could be bound to any altar of a particular faith, but druidic items might need to be linked to rare and special groves or natural wonders.
Items Affected: Apparatuses, Charms, Constructs, Implements, Magical Weapons And Armor, Marvelous Items
Bulky
Bulky items are so large and/or dense that they are functionally immobile, weighing 200x more than normal. This weight cannot be reduced by any means. Although this is a drawback, Bulky items typically have far more hit points than most items because they are so large.
Charged
Charged items require the user to add charges to them before they function. The items require a number of charges to activate equal to 1 per complexity of the item + 1 additional charge for every spell point that would have been spent. See the Tech sphere in The Inventor’s Handbook for more information on charges.
Items Affected: Marvelous Items (unlimited uses/day items only)
Clingy
Clingy items stay attached to their users once they are first held or worn (as appropriate for the type of item), refusing to come off under any circumstances. Some Clingy items are mildly movable, allowing for things like switching the hand holding them or what finger they are on, but they cannot be removed through any normal method. This is a curse effect and can be temporarily suppressed through options like the Exorcism (word) talent or the Break Enchantment talent, normally against a check equal to 10 + the item’s caster level. This curse is an innate part of the item and cannot be permanently removed except by effects that specifically have that power, which also negates the qualities and/or boons the item gained from its crafting tradition.
This drawback can only be applied to items that you can reasonably hold, wear, or carry.
Clumsy [3PP]
The item is unwieldy, with misuse producing disastrous results. Whenever the character rolls a natural 1 on an attack roll made with the item, the attack is considered to be a critical fumble threat. Use the Critical Fumble Deck/Table to determine the effects of this critical fumble.
Items Affected: Magical Weapons, Marvelous Items which require attack rolls
Source: Card Casting 3: Volatile Variance
Collective
Crafters with this tradition can only make items in sets. Collective items are always crafted in groups of two or more items, and must be completed together. Thus, crafters must spend the time and resources to complete all of the items before using them. The number of items required for a collected set is determined by the crafting tradition and cannot be changed without retraining the tradition. All items in a collected set must be worn or collected together for any of them to function properly.
If a tradition requires a Collective of two items, this counts as one drawback. If a tradition requires a Collective of four items, this counts as two drawbacks. If a tradition requires a Collective of six or more items, this counts as three drawbacks.
Complex
Complex items require a specific skill to use, with a DC of 5 + the item’s caster level. For example, users may need to Intimidate the item and threaten it into working, attempt a Heal check to pour a potion on the right part of the body, or use Perform (comedy) to tell a joke that amuses the item. The skill check is made as part of attempting to use the item and does not require any additional actions. This drawback may be taken multiple times. Each time it is, it adds another skill roll that a character must make each time they try to use the item. The crafter must be trained in the skill required, but may select a different skill (or skills) they are trained in each time they craft an item.
Cumbersome [Alienist HB]
Cumbersome items are awkward to utilize, requiring that an additional hand be used to gain their benefits. For example, Cumbersome armor could require that a character constantly hold it in place using one hand while a Cumbersome implement may require two hands to use.
Deckbound [3PP]
This magic item only functions when its effect is played as an item card by a character with the Custom Cards feat. This drawback may only be applied to compounds, marvelous items, scrolls, spell engines, and summoning orbs.
Educated
Educated items can only be used by people who are trained in a specific magic or martial sphere. This drawback may be selected up to three times. Each time it is, you may select a different sphere, and items crafted under traditions that require training in multiple spheres require users to be trained in all of them. The tradition this drawback is part of cannot be used to create items that normally require training in a specific sphere, such as spell trigger items. This drawback cannot be bypassed through the Use Magic Device skill or similar methods.
Expensive
Expensive items cost 25% more than usual to craft. This does not increase their selling price, only the cost to craft them. A crafting tradition cannot have both this and the Cheap boon.
Faulty [SM—]
Source: Baron’s Secluded Library
Faulty items have a random flaw from among the flaws in dynamic magic item creation, determined when the item is crafted. This drawback may be selected up to twice, each time granting a random flaw.
Focus-Sapping [SM—]
Source: Baron’s Secluded Library
As long as this item is worn by a creature, the number of instances of martial focus the creature can maintain is reduced by 1. Donning the item causes the creature to immediately lose martial focus. The item has no effect when worn by a creature that cannot normally gain martial focus.
Fragile
Fragile items have half their usual hardness and half their usual number of hit points. Any successful critical hit against the item gives it the broken condition, regardless of damage done. Incompatible: Resilient
General Drawbacks
A general drawback from the following list can be applied as a drawback for a crafting tradition: Addictive Casting, Draining Casting, Emotional Casting, Extended Casting, Fey-Infused Magic, Madness Mantra, Magical Signs, Material Casting, Narcoleptic Casting, Painful Magic, Somatic Casting, Terrain Casting, Unsettling Casting, and Verbal Casting. At GM discretion, certain applications of Innate Curse may also be applicable as General Drawbacks. If a general drawback can be taken more than once for a casting tradition, it may also be taken more than once for a crafting tradition.
If the tradition has the Taxing drawback, the following general drawbacks can also be selected: Coy Caster, Mental Focus, and Rigorous Concentration.
Any casting drawback that depends on the user’s spellcasting ability instead applies to the item. For example, emotional casting as a crafting drawback will prevent the user from using the magic item while under an emotional effect. The casting drawback selected must be one that would not normally apply to items of that type. (If it does not somehow restrict the use of the item, it is not actually a drawback, so there are no benefits for selecting it.)
Use the item’s caster level to determine any effect based on caster level, and half of the item’s caster level (rounded down, minimum 1) as its casting ability modifier. Any effect that triggers on spending spell points instead triggers when the item is activated.
With the GM’s approval, other general drawbacks can be applied.
Items Affected: Apparatuses, Compounds, Marvelous Items, Spell Engines
Heretical
Heretical items have a 15% chance of causing backlash when activated. When this occurs, the magical effect fails to manifest (although it still expends uses, if applicable), the item takes a -1 penalty to its effective caster level (becoming nonfunctional if its effective caster level reaches 0), and the user takes a -1 penalty to attack rolls, saving throws, skill checks, and to their effective caster level (minimum 1). This penalty is cumulative and stacks with both itself and the penalties of the thaumaturge’s forbidden lore class feature. Only items that must be activated to be used can be crafted as Heretical items.
Penalties from this effect reset after both the user and the item get eight hours of rest.
Inhuman Use [Alienist HB]
Items with the Inhuman Use drawback are designed to be used by creatures with abnormal physiology. A creature must possess and use one of the following natural attacks to wear or operate the item, chosen at the time the item is created: a bite attack, a claw attack, a tentacle attack, a tail attack, or some other specific type of natural attack at GM discretion.
Lagging
The item gets in your way as you attempt to perform tasks. Whenever you would roll an initiative check while holding or wearing this item, you roll a d16 rather than a d20.
Source: Card Casting 3: Volatile Variance
Oath-Bound
Oath-Bound items require their users to adhere to some type of behavioral code known as an oath. These items actively draw their power from the existence and impact of this oath, and as such, do not function if they are too similar to any oath a character already follows (such as a paladin’s code of conduct). The details of an Oath-Bound item’s code is always decided by the GM and should be a genuine limit on any character that attempts to use the item, but appropriate examples include class codes of conduct, monk vows, and oaths from Champions of the Spheres: Study and Practice. Oath-Bound items immediately and instantly convey the details of their oath to any creature that picks them up.
Perpetual Cost [SM—]
Source: Baron’s Secluded Library
Perpetual cost items represent a permanent drain on your magical power as long as they exist. Whenever you craft a magic item, your maximum number of spell points is reduced by 1 until the item is destroyed or consumed. You may spend eight hours to permanently depower a magic item you have crafted (even if you don't have the item with you) to regain the spell point lost in creating it.
Sacrificing
Sacrificing items only recharge their uses when their user sacrifices a creature whose Hit Dice are equal to at least half the item’s caster level to the item. Making this sacrifice requires a coup de grace against a valid target while the item is within 5 feet. If a creature survives the sacrifice attempt, the sacrificing item does not recharge.
Sacrificing items can only be recharged once per day through this method. This drawback can only be applied to items that have a limited number of uses per day. This drawback may be added to a crafting tradition a second time. When it is, the item can only be recharged by sacrificing creatures of a specific type or subtype, such as outsiders or undead. This otherwise functions as detailed above.
With the GM’s permission, Sacrificing items can also be powered by sacrificing 10 creatures with 5 or fewer Hit Dice per caster level of the item. There may be specific locations where creatures can be sacrificed further away, such as ritual chambers to kill peasants en masse.
Spell-Sapping [SM—]
Source: Baron’s Secluded Library
As long as this item is worn by a creature, that creature’s maximum spell points are reduced by ½ the creature’s MSB (minimum reduction of 1). Donning the item causes the creature to immediately lose spell points equal to the reduction in their maximum spell points. The item has no effect when worn by a creature that does not have any spell points remaining
Taxing
This drawback may only be applied to magic items with an effect that needs to be activated and functions instantaneously or for a specific period of time. This drawback never applies to items that can be used for an unlimited period of time.
The user must attempt a concentration check in order to use the item when applicable (such as when grappled or in bad weather), though attempting to use the item does not provoke an attack of opportunity unless it normally would. The user may use their normal bonus to concentration checks or half their Hit Dice (rounded down, minimum 1) instead, whichever is higher.
If this drawback is taken a second time, using the item always provokes attacks of opportunity and requires concentration checks to activate defensively. Treat this as casting defensively for all other mechanical purposes.
Unsalvageable [DbH]
The item does not change hands easily, eliminating itself should it come into the wrong hands. When a creature wielding or wearing this item is reduced to 0 hit points, the item disintegrates into dust and is no longer usable for any purposes. Certain other conditions (such as being picked up by a creature that the User-Bound quality would not permit or when the wielder utters a certain command word) may also cause the item to disintegrate in this way.
Unwieldy
This drawback can only be applied to items that require an attack roll or are used as part of a skill check. Unwieldy items are constructed roughly and take a -1 penalty to attack rolls made with them or to skill checks that involve using them, increasing by -1 at CL 4th and every four caster levels thereafter (to a maximum of -6 at CL 20th).
This stacks with any other penalties. If you have any effect that modifies the caster level of an item, the effect of the item, or anything similar, take the worse number for determining this penalty.
Vulnerable
The item is particularly vulnerable to one type of damage, such as cold iron or fire damage. Damage of this type bypasses the item’s hardness, and taking 25% or more of its hit points in damage of that type gives a vulnerable item the broken condition. This drawback is particularly appropriate for items with an obvious thematic vulnerability and may be applied separately from a regular crafting tradition. For example, it makes sense for items made of regular paper to be particularly weak to fire. Boons, qualities, and other traits cannot protect an item from its vulnerability (although external sphere effects applied to the item can). For example, if an item has the Resilient boon, its extra hardness would not apply to damage from this vulnerability. The damage type should be reasonably common within the setting.
Qualities
Qualities offer both positive and negative traits. A crafting tradition can have one quality and no drawbacks or boons, though they should rarely have more than one quality.
Binding
The item has a creature (usually an outsider of some kind) serving as the item’s power source, adding its power to the item’s but also granting it a measure of control. When creating the item, an extra material ingredient is required: one or more thematically appropriate creatures with at least a total number of Hit Dice equal to the caster level of the item. The creature(s) must be present for the entirety of the item’s construction and either be willing or helpless as a participant. The creature is then fused into the item when the item is completed, becoming a part of the item. Creatures do not physically age or change while bound within the item.
The item becomes an intelligent magic item, using the creature’s mental ability scores, alignment, senses, skills, spells and spell-like abilities as its own, with an ego score calculated off these abilities, and retaining the original creature’s motivations. When creating the magic item, the creator(s) may choose to try to reduce the creature’s natural abilities (excluding its mental ability scores and skills) in order to reduce the item’s ego by taking a -1 penalty to the Craft check for every 1 point of ego that would be reduced. Even if the item’s Intelligence is stripped of the ability to use its spell-like abilities, those abilities can be substituted for a spell requirement. If the item is ever destroyed, the bound creature is set free.
Dregs Of Magic
Users can attempt to use items with this quality even if the item is out of daily uses. Only items with a limited number of daily uses, and at least three uses per day, can have the Dregs Of Magic. It is possible to apply this tradition to items that gain more uses later, in which case it does not function until the item has at least three daily uses. Each time the item is used while out of daily uses, it gains a cumulative 20% chance that it fails whenever it is used (even if it currently has daily uses left). Roll for its failure chance before the item is activated. When an item with Dregs Of Magic fails, it does not activate (wasting the action used to try and activate it), it gains the broken condition, and it becomes unusable until repaired.
Repairing the item does not reduce its chance of failure; instead, for every 24 hours straight that the item has its maximum number of charges, its failure chance goes down by 10% (to a minimum of 0%). Creatures cannot attempt to draw the Dregs Of Magic from an item more than twice per day.
Quirky [SM—]
Source: Baron’s Secluded Library
Peculiar items have a random quirk from among the quirks in dynamic magic item creation, determined when the item is crafted.
User-Bound
User-Bound items are limited to a specific type of user (such as a paladin, a human with red hair, or a wizard with a Charisma score of at least 16). Unless wielded by such a user, the item either functions at reduced power (such as lower caster level, reduced abilities, or fewer uses), or not at all. The creator determines how much of a reduction in the item’s effects this quality grants.
In addition, the creator may specify that when wielded by another kind of specific creature (such as an evil-aligned creature or a mermaid with tattoos), it bestows a negative level to the wielder for as long as they are in a position to use the item (such as by wielding a weapon or wearing an amulet).
All variables of this effect are decided at the time of the item’s creation, and do not need to be the same as other items the user crafts.
Boons
Boons represent benefits that can be gained by taking drawbacks, with one boon gained for every two drawbacks taken. Each boon may only be applied to an item once unless it specifically says otherwise.
Alien Energies
Your item draws its magic from an unusual location, such as some forms of technology or an alternate matrix of magic (the specifics should be determined by both the player and the GM working together). Those who are unfamiliar with this source take a -2 penalty against attempts to suppress the effects of items with this boon, and their spell resistance is reduced by 2 against any effects from your item that allow spell resistance. Creatures familiar with alien energies are those who possess this same boon as part of a crafting tradition they know, the Alien Source casting tradition boon for the same source of power, the Harmonic Counter feat, or one magic sphere used in constructing the item (if there were more than one, you choose which one applies for this effect at the time you make the item).
Brutalizing
The item has erratic and deadly effects when it strikes true. Whenever the character confirms a critical hit on an attack roll made with the item or a sphere effect augmented with this item., the character applies a drawn or rolled effect from the Critical Hit Deck/Table which is applied to the attack (drawing additional cards based on the attack’s critical damage multiplier as normal).
Items Affected: Implements, Magical Weapons and Armor, Marvelous Items which require attack rolls
Source: Card Casting 3: Volatile Variance
Cheap
Reduce the crafting cost of the item by 10% of its original crafting cost (to 45% of the full price of the item). This stacks with other cost reductions and is applied at the same time, but cannot reduce the crafting cost below 40% of the full price. This reduction affects both the crafting and selling price of the item (normally to 90% of the original selling price).
Graft [DbH]
This item is not a wielded item but rather a component integrated into the user’s body, perhaps replacing a limb or organ.
A graft cannot be forcibly removed or disarmed, nor does it occupy an item slot, but is somewhat difficult to install. Applying a graft to a target requires a 1-hour surgical procedure, during which time the subject must be either willing or helpless. At the end of the hour, the surgeon must attempt a Heal check against a DC of 10 + the graft’s caster level. Failure indicates the patient’s body rejects the graft, indicating that another procedure must be performed to attach the graft.
A graft can be removed with another hour-long surgery and a successful Heal check against the original DC. On a failure, either the graft remains or the surgeon removes the graft, destroying it and killing the subject (surgeon’s choice). Alternatively, the surgeon can remove the graft more delicately and use some manner of healing ability to save the subject, attempting a DC 15 Heal check and applying a heal or regenerate spell (or similar effect) immediately afterward. Failing this Heal check always results in the destruction of both graft and subject. A successful surgery removes and destroys the graft.
Holy Relic
Holy Relics are items that are particularly special to, or revered by, a faith or philosophy. Some incorporate body parts from deities or saints, while others are simply crafted with techniques and designs preferred by a deity or philosophy, such as writings and prayers. Holy Relics can always be used as holy symbols by members of the associated group and grant immunity to one type of effect (such as curses, diseases, poisons, or being fatigued) selected by the GM. A character can only use one Holy Relic unless it is part of a collective set. Alternatively, instead of providing an immunity, once per week a Holy Relic may provide valuable information about the future (as the Read Omens (divine) advanced Divination talent, except that it has a 100% success rate). This effect counts as two boons for determining the number of drawbacks required for the crafting tradition.
Imbued
Imbued items gain the benefits of a single type of special material from the following list, chosen when the crafting tradition is created. A crafting tradition may select this boon more than once to give crafters a choice of which imbuement to give an item. Imbued items have an increased cost equal to half the price the material would normally cost; for example, Darkwood-Imbued items increase their cost by 5 gp per pound instead of 10 gp per pound. At the GM’s discretion, other imbuement materials may be available, and any materials (such as bone) that are exclusively negative may be treated as drawbacks instead. This boon cannot be used on existing items already made of a special material (such as enchanting an adamantine sword).
Imbued items must be appropriate for the material chosen; for example, if a material can only be used for weapons, then a crafting tradition cannot be used to imbue that material into armor (and, in fact, that tradition can only be used to make weapons). Imbued items often have the visual appearance of their imbued material, but a DC 5 Appraisal check reveals their true nature. Imbuements never protect an item with the Vulnerable drawback from the substance or damage type it is weak to, and imbuements cannot be the same as the item’s vulnerability.
Imbuement Materials: AbysiumPAP61, alchemical silverCRB, angelskinUE, arcsilver, aszitePCS:DR, blight quartzPA, blood crystalUE, bronzeUC, cold ironUE, cryptstonePAP139, darkleaf clothARG, darkwoodCRB, dragonhidePPC:DSH, dragonskinPPC: DSH, druchitePCS:DR, eel hideUE, elysian bronzeUE, featherglass, fire-forged steelUE, flowstone, frost-forged steelUE, goldUC, greenwoodUE, griffon maneUE, horacalcumPAP61, inubrixPAP61, living steelUE, mindglassPAP126, mithralCRB, noqualPAP61, obsidianUC, serpentstonePAP41, shadow cord, siccatitePAP61, silversheenPC:QGttE, singing steelPPC:AA2, spiresteelPAP139, stable shadowstuff, stoneUC, sunsilverPPC:AA2, viridiumUE, voidglassPM:TDD, whipwoodARG, wyrootARG
Author's Note: In general, items cannot gain the benefits of more than one type of special material, so this cannot be applied when creating items from other special materials. The primary use of this boon is the ability to create items without requiring access to the material you want to use.
Ley-Charged
Ley-Charged items gain a +2 bonus to caster level or a +1 bonus to their normal effect or save DC when used atop a leyline (with the exact bonus determined by the GM). At the GM’s discretion, items that do not easily fit with these bonuses (or in cases where such bonuses would be inappropriately powerful) may gain another small boost instead. As a general rule, the bonus should be roughly equivalent to a boost in power for having crafted that item at 1 or 2 caster levels higher.
Items Affected: Apparatuses, Compounds, Marvelous Items, Spell Engines
Living
Living items regain 1 hit point per day as long as they are continually exposed for at least 8 hours to at least a fist-sized amount of a substance that acts as nutrients for them, as described on the following table. At the GM’s discretion, other nutrients may be appropriate for a given item. These items can repair themselves even if broken, though they take two days of continual exposure to a nourishing material to heal each hit point as long as they are broken.
Table: Materials and Nutrients
| Item Material |
Nutrients |
| Bone |
Bones, with or without a corpse around them |
| Leather |
Leather skins and animal hides |
| Wood |
Damp soil or sunlight |
| Metal |
Raw ore or a metal ingot (this can be any metal) |
Maker’s Mark [DbH]
The creator of this item has programmed a failsafe into the item to prevent their enemies from using it. Whoever is carrying or using the item takes a -5 penalty on all saving throws against effects created by the item’s original creator or beings which serve the creator.
Perky [SM—]
Source: Baron’s Secluded Library
Peculiar items have either two random perks or one chosen perk from among the perks in dynamic magic item creation, determined when the item is crafted.
Class-Specific Challenge Table
In Spheres, the distinctions between power sources can often be blurred, and so any of the class-specific challenges may be appropriate for a character of any class depending on the thematics of their abilities. To spread out the implementation of such abilities, a table has been created for class-specific challenges so that GMs may roll randomly on it.
| d8 |
Challenges |
| 1 |
Crisis of Faith |
| 2 |
Instability from Within |
| 3 |
Natural Disaster |
| 4 |
Natural Wonder |
| 5 |
Otherworldly Aid |
| 6 |
Otherworldly Influence |
| 7 |
Personal Surge |
| 8 |
Sign from the Gods |
Resilient
Resilient items have an extra 2 hardness and 25% more hit points than usual (rounded down, minimum 1). In addition, Resilient armor has a 25% chance to negate the extra damage of any critical hit the user would be affected by. This does not stack with the fortification special ability or any similar effects.
Incompatible: Fragile
Self-Contained
Self-contained items contain all the energies they need to activate within themselves. They have spell resistance equal to 10 + their caster level, but only against anti-magic effects like an antimagic field (and treat such effects as if the effects allowed spell resistance, even if the effects normally do not). Self-contained items are also capable of working in passive magic-dead zones (no check is required for this). Some areas are active magic-dead zones instead of passive, and self-contained items do not work in those areas. The GM is the arbiter of which areas are active and which are passive, but in general, passive areas are those that merely lack magic, while active magic-dead zones are those where a specific force is blocking off all magic in the area (such as a deity or an artifact preventing spellcasting through means other than an antimagic field, or a planar quality suppressing magic). Self-contained items are not powerful enough to resist such blocks.
Items crafted with this boon, but without varying costs based on their caster level, cannot count more of their caster level towards the special spell resistance than the crafter's character level at the time they crafted the item. For example, if the crafter is level 5 but the item is caster level 10, they could only add five levels for the purpose of calculating spell resistance (giving the item a total SR of 15 against anti-magic effects).
Self-Destruct Protocol [DbH]
When the item would be destroyed (including when it disintegrates as a result of the Unsalvageable drawback), it explodes violently. This functions as a destructive blast with the Explosive Blast (blast shape) centered on the item with an increased radius (as if a spell point was spent on the effect) but without the enhanced damage from spending a spell point on the blast. The caster level of this blast is equal to the caster level of the item (to a maximum caster level equal to yours at the time of crafting). For example, an item with a caster level of 5 exploding would deal 3d6 damage. The damage type of this blast is usually piercing, bludgeoning, and slashing, although certain items may deal other types of damage depending on their nature (for example, a flaming weapon may deal fire damage when it self-destructs). If multiple items worn by a creature would all be destroyed within the same turn, use only the range and damage of the item with the highest caster level.
Simple
Simple items have their complexity reduced by 1 (to a minimum of 1). This boon is only applicable to items created with the talent-based system. This counts as two boons, and requires at least four drawbacks to take.
Singular Target [DbH]
An item is tailored to harm a singular specific creature decided when the item is crafted. The singular target could be a specific named individual or a unique individual that the creator is capable of identifying based on a certain condition (for example, “the person who killed my brother” is acceptable even if the crafter does not know the identity of this person). Against the singular target, any abilities used by the item increase their saving throw DCs by 1, ignore miss chances from concealment, and automatically confirm threatened critical hits.
Unified Power [DbH]
These items are created in a group and grant additional properties when utilized together. When multiple items with this boon are used by the same creature, they also provide the effects of a single other slotless magic item the creator is capable of making (chosen at the time of creation). The value of this additional item cannot be more than 10% of the total gp value of all of the items currently being wielded. The creator may assign different magic item effects with this ability based on the number of magic items being wielded (for example, a character may be able to use a lesser effect when using 2-4 items with this boon and a greater effect when using 5 or more items with this boon).