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Arcane
Implements
Precious Materials for Staves, Wands & Grimoires
A Wildfinder Supplement for Pathfinder 2E
Staves • Wands • Grimoires
HOMEBREW
\pagebreakNum
## Precious Materials for Spellcasters
*"The material shapes the magic, and the magic shapes the world."* Pathfinder 2E features eleven precious materials, but their official effects are largely numerical — bypass some Hardness here, reduce some Bulk there. As part of **Wildfinder** — a modular supplement that optimizes Pathfinder 2E for sandbox play — this supplement reimagines each material with a unique mechanical identity for **arcane implements** — **Staves**, **Wands**, and **Grimoires** — and introduces three new materials: **Bone**, **Crystal**, and **Obsidian**, ensuring spellcasters have meaningful options from the earliest levels. Finding a sovereign steel staff or an orichalcum grimoire should feel just as exciting as finding a legendary sword — and just as mechanically distinct. ### Design Philosophy Every material brings a distinct identity to the implements it shapes: - **Adamantine** — anchors magic with unbreakable force - **Bone** — channels death, dread, and the whispers of spirits - **Cold Iron** — wards against otherworldly threats - **Crystal** — refracts light and reveals hidden truths - **Duskwood** — channels the cycle of life and death - **Djezet** — amplifies all magical energy beyond its limits - **Dragoncraft** — unleashes elemental fury and draconic presence - **Dawnsilver** — grants speed, brilliance, and weightless precision - **Obsidian** — cuts with razor precision, shatters for terrible power - **Silver** — purifies corruption and reflects hostile magic - **Sovereign Steel** — devours and nullifies arcane power - **Orichalcum** — bends the flow of time itself - **Throneglass** — resonates with the collective unconscious - **Singing Steel** — resonates outward, amplifying allies through harmony Materials range from the relatively accessible (Silver, Cold Iron) to the legendary (Orichalcum, Singing Steel), with grade availability and power scaling accordingly. \columnbreak
## TABLE OF CONTENTS
From black adamantine staves that shatter magical barriers to orichalcum grimoires that let you prepare spells across time itself.
- ### [
Introduction
](#p2) - [
2
Material Grades
](#p2) - [
2
Crafting Requirements
](#p2) - ### [
The Materials
](#p3) - [
3
Adamantine
](#p3) - [
4
Bone
](#p4) - [
6
Cold Iron
](#p6) - [
8
Crystal
](#p8) - [
10
Duskwood
](#p10) - [
11
Djezet
](#p11) - [
12
Dragoncraft
](#p12) - [
13
Dawnsilver
](#p13) - [
14
Obsidian
](#p14) - [
16
Orichalcum
](#p16) - [
17
Silver
](#p17) - [
19
Singing Steel
](#p19) - [
20
Sovereign Steel
](#p20) - [
22
Throneglass
](#p22) - ### [
Summary Tables
](#p23)
This supplement's material themes draw inspiration from *Precious Materials Rework* by darthmarth28. All arcane implement effects are original to this supplement.
\pagebreakNum # Introduction
How precious materials interact with magical implements.
## How Material Grades Work Precious material implements gain unique benefits at each material grade. **Grade benefits are accumulative** — a High-Grade implement grants all Standard-Grade (and Low-Grade, if applicable) benefits in addition to its own unique ability. **Grade availability depends on the material.** Some materials — Bone, Cold Iron, Crystal, Obsidian, and Silver — manifest their properties even at lower concentrations, offering Low-Grade implements. Most materials require sufficient concentration, beginning at Standard Grade. The rarest — Orichalcum and Singing Steel — only reach full resonance at High Grade. ##### TABLE: GRADE AVAILABILITY | Category | Materials | Grades | |:---------|:----------|:-------| | Full Range | Bone, Cold Iron, Crystal, Obsidian, Silver | Low, Standard, High | | Standard Range | Adamantine, Duskwood, Dragoncraft, Dawnsilver, Sovereign Steel, Throneglass | Standard, High | | Apex Only | Orichalcum, Singing Steel | High only | | Infusion | Djezet | Applied to existing implements | ## Working with Precious Materials You can upgrade an implement's material grade using the standard Craft activity. Pay the price difference between your current grade and the new grade, provide the required precious material, and succeed at a Crafting check using the new item's level DC. Existing properties and enchantments are retained. \columnbreak ## Crafting Requirements Creating arcane implements from precious materials requires: - The **Magical Crafting** feat - Access to the material (respecting its rarity) - For Grimoires: Expert proficiency in Arcana, Occultism, Nature, or Religion (matching your tradition) - Standard Pathfinder 2E crafting rules for precious materials apply (Player Core / GM Core)
##### GRIMOIRES FOR ALL CASTERS In this supplement, grimoires can be used by **any spellcaster** who casts spells using spell slots — not just prepared casters. **Prepared spells:** When a grimoire refers to a "prepared spell," a spontaneous caster uses a spell from their **spell repertoire** instead. **Additional spells:** When an effect allows you to "prepare an additional spell not in this grimoire," a spontaneous caster temporarily adds that spell to their repertoire until the next daily preparation. **Lost spells:** When an effect causes "prepared spells to be lost," a spontaneous caster loses the corresponding **spell slots** instead.
##### SPELL TRAITS REFERENCE This supplement references spell traits from both Pre-Remaster and Remaster Pathfinder 2E. Key trait categories used: **Polymorph/Morph** — Spells that alter physical form **Healing/Vitality** — Spells that restore life force **Void/Death** — Spells that drain life force **Mental** — Spells affecting the mind **Sonic/Auditory** — Sound-based effects **Holy/Unholy** — Sacred and profane energies If your table uses different terminology, apply the material's benefits to thematically appropriate spells.
##### MATERIAL RARITY Implements inherit their base material's rarity: **Common:** Bone, Silver **Uncommon:** Adamantine, Cold Iron, Crystal, Duskwood, Dragoncraft, Dawnsilver, Obsidian **Rare:** Djezet, Orichalcum, Sovereign Steel, Throneglass, Singing Steel
\pagebreakNum # Adamantine
The black skymetal of unbreakable strength and unyielding force.
## Adamantine Wands | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Standard | 11 | +1,400gp | Adamantine Impact | | High | 17 | +13,500gp | Shattering Spell | **Standard-Grade** Adamantine wands grant **Adamantine Impact**: Spells cast from this wand ignore the first 5 points of any resistance the target has. When the wand's spell deals damage, the target is pushed 5 feet away from you (Fortitude save against your spell DC negates). This forced movement doesn't provoke reactions. **High-Grade** Adamantine wands grant **Shattering Spell**: The push increases to 10 feet (Fortitude save reduces to 5 feet instead of negating). Once per day when casting the wand's spell, if it deals damage, the target cannot benefit from any resistances or Hardness until the end of its next turn. ## Adamantine Staves | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Standard | 12 | +1,600gp | Adamantine Anchor | | High | 19 | +16,000gp | Unstoppable Focus | **Standard-Grade** Adamantine staves grant **Adamantine Anchor**: Spells cast using this staff's charges have their duration increased by 1 round (or 10 minutes for spells with durations of 1 hour or longer). **High-Grade** Adamantine staves grant **Unstoppable Focus**: The staff can only be damaged by effects that would destroy it in a single blow. Once per day, when you cast a spell using this staff's charges, that spell ignores all resistances and immunities of the target (treat immunity as resistance 20) and cannot be counteracted or dispelled for its duration. ## Adamantine Grimoires | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Standard | 12 | 1,800gp | Stabilized Formulas | | High | 19 | 18,000gp | Adamantine Codex | **Standard-Grade** grants **Stabilized Formulas**: During daily preparation, choose one prepared spell as your **Anchored Spell**. Your Anchored Spell's duration is doubled. **High-Grade** grants **Adamantine Codex**: The grimoire is immune to all damage except from artifact-destroying effects. Once per day, when you cast a single-target prepared spell that requires a saving throw, invoke **Unyielding Cast** (Misfortune, Concentrate, Magical): the target must roll its saving throw a second time and use the lower result. If the target still succeeds despite the second roll, the spell slot is not expended — though any reduced effects from a successful save still apply.
### Adamantine in the World
UNCOMMON
PRECIOUS
When used as a Spell Focus, Adamantine has an affinity for **raw force, durability, and breaking through resistance**. Its magic fortifies what should fade, shatters what should endure, and persists where other enchantments falter. Adamantine implements feel impossibly heavy for their size — this weight translates into raw physical force that drives targets back, shatters defenses, and anchors magical energies so firmly that they endure beyond their natural limits. *"I watched a dwarven runesmith strike an adamantine staff against a wall of force. The wall shattered. The staff didn't even ring."* — Merentha, Arcane Antiquarian ##### FORGING ADAMANTINE Working adamantine requires temperatures only magical forges can sustain. The black skymetal resists conventional smithing — it must be shaped through a combination of extreme heat and precise arcane resonance. **Wands** are short, heavy rods of black metal that feel disproportionately weighty, as though they compress the very concept of force into their dark surface. **Staves** strike the ground with a finality that seems to settle the very air, their weight anchoring magic with stubborn permanence. **Grimoires** use pages of hammered black metal, thin enough to flex like parchment, yet no flame, acid, or disintegration ray can erase what is inscribed upon them.
\pagebreakNum # Bone
The remains of the powerful, carrying echoes of death and dread.
### Bone in the World
COMMON
PRECIOUS
Bone harvested from magical creatures retains a residual connection to death and the spirit world. When shaped into spell foci, these remains channel magic with an affinity for **fear**, **death**, and **spirit** effects. The material requires no forge — only the skill to carve and shape the remains of powerful creatures. Bone implements feel cold regardless of ambient temperature, and faintly vibrate when the spirits of the dead are near. *"The first time I held a bone wand, I heard weeping. By the time I finished my apprenticeship, the weeping had become screaming. Now? Now it sounds like singing."* — Griselda the Grey, Bone Carver of Geb ##### HARVESTING BONE Not all bone carries magical resonance. Only remains from creatures of significant power retain enough spiritual imprint to function as precious material — demons, undead, magical beasts, and other creatures touched by death or dread. Harvest within 1 hour of death (hard DC Crafting or Nature check for the creature's level). Pharasma's faithful consider bone implements distasteful but not inherently profane. ##### CARVING BONE Bone carvers use diamond-tipped scribes, silver-inlaid clamps, and alchemical lacquers. **Wands** are carved from single bones — a femur, a rib, a fang. **Staves** are assembled from multiple remains, bound with sinew or wire. **Grimoires** are bound in bone and clasped with finger joints. The pages are cured skin — often humanoid — and the formulae are inscribed in blood ink that never fully dries.
## Bone Wands | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Low | 2 | +30gp | Spirit Wail | | Standard | 6 | +250gp | Dread Cast | | High | 15 | +8,000gp | Reaper's Toll | **Low-Grade** Bone wands grant **Spirit Wail**: When the wand's spell deals damage to a creature, the target counts as undead for the purpose of vitality damage vulnerability until the end of your next turn. **Standard-Grade** Bone wands grant **Dread Cast**: When a creature is hit by or fails its save against the wand's spell, it also becomes Frightened 1 (Frightened 2 on a critical hit or critical failure). **High-Grade** Bone wands grant **Reaper's Toll**: Dread Cast now inflicts Frightened 2 on a hit or failed save (Frightened 3 on a critical hit or critical failure). When a creature is hit by or fails its save against the wand's spell, all enemies within 30 feet must succeed at a Will save against your spell DC or become Frightened 1. ## Bone Staves | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Low | 4 | +100gp | Deathsense | | Standard | 7 | +350gp | Bonecaller | | High | 15 | +8,000gp | Deathlord's Pillar | **Low-Grade** Bone staves grant **Deathsense**: While wielding this staff, you automatically sense the presence and direction of undead and incorporeal creatures within 30 feet (direction only, not exact location or identity). **Standard-Grade** Bone staves grant **Bonecaller**: Your deathsense extends to 60 feet and now reveals the creature's general type (undead, ghost, haunt, or other spirit). Frightened creatures within 30 feet must succeed at a Will save against your spell DC to reduce their Frightened value below 1. **High-Grade** Bone staves grant **Deathlord's Pillar**: Your deathsense extends to 120 feet and now reveals exact location, type, and approximate strength. You gain **Harvest the Fallen**. #### Harvest the Fallen {R}
NECROMANCY
CONCENTRATE
MAGICAL
once per day
A creature within 60 feet is reduced to 0 HP while you wield this staff
Gain temporary HP equal to twice the creature's level (minimum 4) for 1 minute.
\pagebreakNum
## Bone Grimoires | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Low | 4 | 120gp | Grave Binding | | Standard | 7 | 400gp | Tome of Dread | | High | 15 | 9,000gp | Necronomicon | **Low-Grade** grants **Grave Binding**: During daily preparation, designate one prepared spell with the death, fear, or spirit trait as your **Grave Spell**. When a creature fails its save against your Grave Spell, you learn one significant piece of information about it (as a critical success on a Recall Knowledge check). **Standard-Grade** grants **Tome of Dread**: Creatures that critically fail their save against your Grave Spell are also Stunned 1. The grimoire can hold one **Soul Echo**. During a rest, consult the echo to learn one significant piece of information the creature knew (GM determines relevance). The echo fades after being consulted. **High-Grade** grants **Necronomicon**: Your Grave Spell's critical failure Stunned increases to 2. The grimoire can hold up to three **Soul Echoes**, and consulting one is a 1-minute activity (no rest required). Additionally, you may prepare one necromancy or spirit spell from your tradition's spell list that is not recorded in this grimoire, of a rank at least 2 lower than your highest available spell rank. #### Soul Echo {R}
NECROMANCY
CONCENTRATE
MAGICAL
A creature within 30 feet is reduced to 0 HP
Capture the creature's fading consciousness as a Soul Echo stored in this grimoire.
### Bone Grimoires Bone grimoires are among the most unsettling implements a caster can possess. Their covers are carved bone, clasped shut with joints that flex like living fingers. The pages — cured skin inscribed in blood ink — carry the faint psychic residue of the dead. The ink never fully dries; touch a page carelessly, and your fingertip comes away red. The act of preparing spells from a bone grimoire is less like reading and more like *listening*. Casters describe hearing whispered fragments as they trace the formulae — echoes of the dead, offering knowledge in exchange for remembrance. *"Open my grimoire and you'll smell copper. That's not the binding — that's the ink. It remembers being alive, even if the rest of the book has forgotten."* — Griselda the Grey ##### SOUL ECHOES The grimoire's most distinctive property is its ability to capture **Soul Echoes** — fleeting impressions of a dying creature's consciousness. These are not true souls (Pharasma's courts have confirmed this), but rather psychic imprints: memories, knowledge, and emotional residue. Consulting a Soul Echo feels like a brief, vivid dream from someone else's life. The information gained is always genuine, but filtered through the creature's perspective.
\pagebreakNum # Cold Iron
The primal metal that wards against chaos and binds otherworldly threats.
### Cold Iron in the World
UNCOMMON
PRECIOUS
When used as a Spell Focus, Cold Iron has a natural affinity for **protective magic** and effects that **ward against or bind otherworldly threats**. The metal's primal nature makes it resistant to magical interference, and its implements anchor protective magic with unusual strength. Cold Iron implements feel perpetually cold to the touch and hum with a low, subsonic vibration when extraplanar entities draw near. Fey claim to hear them whispering ancient interdictions. *"Cold Iron doesn't merely resist the otherworldly — it remembers what the world was before their kind arrived, and enforces that memory."* — Warden Kessler, Iron Covenant ##### FORGING COLD IRON Cold Iron must be forged in silence and quenched in salt water under a new moon. The metal resists conventional enchantment — it must be shaped through primal methods that predate arcane tradition. **Wands** are short, heavy rods that feel perpetually cold. Fey recoil from their touch, and experienced wielders learn to read the faint vibrations like a compass pointing toward otherworldly threats. **Staves** bear intricate warding runes hammered into the metal during forging. The subsonic hum deepens near extraplanar entities, serving as both weapon and early warning.
## Cold Iron Wands | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Low | 2 | +40gp | Iron Brand | | Standard | 10 | +880gp | Binding Resonance | | High | 16 | +9,000gp | Banisher's Authority | **Low-Grade** Cold Iron wands grant **Iron Brand**: Spells cast from this wand treat their damage as cold iron for weaknesses and resistances. When the wand's spell damages a Fey or Fiend, the target cannot benefit from the Concealed, Hidden, or Invisible conditions against you until the end of your next turn. **Standard-Grade** Cold Iron wands grant **Binding Resonance**: When a Fey, Fiend, or unholy creature is hit by or fails its save against the wand's spell, it is Slowed 1 until the end of its next turn. While Slowed by this effect, it cannot use teleportation, extradimensional movement, or summoning abilities. **High-Grade** Cold Iron wands grant **Banisher's Authority**: Once per day, when casting the wand's spell against a Fey or Fiend, the target must attempt a Will save against your spell DC. On a failure, it is Banished to its home plane. At the end of its next turn, it must attempt a second Will save — on a failure, the banishment is permanent (requiring at least a 9th-rank spell to return). On a success, it returns to the space it left (or nearest unoccupied space). ## Cold Iron Staves | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Low | 5 | +140gp | Warding Focus | | Standard | 11 | +1,200gp | Iron Bastion | | High | 18 | +20,000gp | Primal Anchor | **Low-Grade** Cold Iron staves grant **Warding Focus**: Gain +1 item bonus to saves against effects from Fey, Fiends, and unholy creatures. The staff hums faintly when such creatures are within 30 feet, revealing their presence and general direction. **Standard-Grade** Cold Iron staves grant **Iron Bastion**: You and allies within 10 feet gain +1 item bonus to saves against effects from Fey, Fiends, and unholy creatures (replaces your personal bonus from Warding Focus). Gain +2 item bonus to Counteract checks against conjuration, summoning, and teleportation effects. **High-Grade** Cold Iron staves grant **Primal Anchor**: The warding aura extends to 20 feet and the bonus increases to +2. You gain **Iron Ward**. #### Iron Ward {2A}
ABJURATION
CONCENTRATE
MANIPULATE
MAGICAL
once per day
Drive the staff into the ground to create an Iron Ward in a 30-foot emanation for 1 minute. Fey, Fiends, and unholy creatures within the ward cannot teleport, use extradimensional movement, or summon allies, and are Slowed 1. You can dismiss the ward and retrieve the staff as a free action.
\pagebreakNum
## Cold Iron Grimoires | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Low | 5 | 160gp | Iron-Bound Pages | | Standard | 11 | 1,400gp | Warded Formulae | | High | 18 | 22,000gp | Planar Codex | **Low-Grade** grants **Iron-Bound Pages**: During daily preparation, designate one prepared spell as your **Warded Spell**. Your level counts as 2 higher for the purpose of the Incapacitation trait when targeting Fey, Fiends, or unholy creatures with your Warded Spell. **Standard-Grade** grants **Warded Formulae**: Your level counts as 3 higher for the purpose of the Incapacitation trait when targeting Fey, Fiends, or unholy creatures with your Warded Spell (replaces Low-Grade's bonus). You gain **Iron Covenant**. **High-Grade** grants **Planar Codex**: Your Warded Spell is automatically heightened by 1 rank when targeting Fey, Fiends, or unholy creatures (without using a higher-rank spell slot). You gain **Iron Circle**. #### Iron Covenant {R}
ABJURATION
CONCENTRATE
FORTUNE
MAGICAL
once per day
You or an ally within 30 feet fails a save against an effect from a Fey, Fiend, or unholy creature
Grant the triggering creature a reroll on the failed save. They must use the second result.
#### Iron Circle {0A}
ABJURATION
CONCENTRATE
MANIPULATE
MAGICAL
once per day
You cast your Warded Spell
Trace an Iron Circle (15-foot radius centered on a point within 30 feet) lasting 1 minute. Fey, Fiends, and unholy creatures within the circle must succeed at a Will save against your spell DC or be unable to willingly leave for the duration.
### Cold Iron Grimoires Cold Iron grimoires have iron-bound covers bearing intricate warding sigils that glow faintly blue when protective spells are prepared within — a silent testament to the metal's antipathy toward magical intrusion. The Planar Codex represents the pinnacle of Cold Iron grimoire crafting. Its Iron Circle ability allows the caster to create temporary binding wards mid-combat — trapping otherworldly creatures inside a prison of primal metal's will. *"The sigils on the cover aren't decorative. They're the first line of defense — against everything from the other side."* — Warden Kessler, Iron Covenant ##### IRON-BOUND WARDS Cold Iron grimoires resist magical tampering more stubbornly than any other implement type. Fey who attempt to read, dispel, or counterspell from these pages find the iron actively fighting them — the metal's ancient memory rejecting their very nature. The Warded Spell designation during daily preparation is not merely a mechanical choice but a ritual: the caster traces the formula in cold iron ink, binding it with additional layers of primal protection.
\pagebreakNum # Crystal
The prismatic stone of divination, clarity, and refracted light.
### Crystal in the World
UNCOMMON
PRECIOUS
Magically resonant crystal — whether natural quartz, enchanted gemstone, or alchemically grown prism — has a natural affinity for **divination**, **detection**, and **light** effects. Crystal implements refract magical energy like a prism refracts light, splitting spells into components that reveal hidden truths and illuminate what was concealed. Crystal implements catch even the faintest light and scatter it into prismatic fragments. Casters who use them often report moments of sudden, startling clarity — as though the crystal briefly showed them the world as it truly is. *"A crystal focus doesn't merely channel magic — it reveals the truth already hidden within it. Every spell becomes a lens, and every lens shows you something you weren't meant to see."* — Syrella, Seer of the Pinnacle ##### GROWING CRYSTAL Magically resonant crystal can be naturally occurring or alchemically grown. The finest specimens come from sites where ley lines intersect, where raw magical energy has slowly shaped the stone over millennia. **Wands** are single prismatic shards whose tips glow softly when magic is near, scattering light into spectral fragments during casting. **Staves** are faceted columns that pulse with inner light when their wielder concentrates, refracting spells into spectral components visible to perceptive observers. **Grimoires** are bound with prismatic covers that shift colour with the angle of light. The pages — thin crystal sheets or specially treated glass — display their formulae as light patterns rather than ink, readable only by the attuned owner.
## Crystal Wands | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Low | 2 | +30gp | Clarifying Cast | | Standard | 6 | +250gp | Prismatic Refraction | | High | 14 | +8,000gp | Prismatic Revelation | **Low-Grade** Crystal wands grant **Clarifying Cast**: When you cast the wand's spell against a creature, you learn one of its weaknesses, resistances, or immunities (you choose which category). **Standard-Grade** Crystal wands grant **Prismatic Refraction**: Clarifying Cast now reveals one entry from two categories. When the wand's spell deals damage, one additional creature within 15 feet of the primary target takes 2d6 damage of the same type (basic Reflex save against your spell DC). Only damage applies to the secondary target. **High-Grade** Crystal wands grant **Prismatic Revelation**: Clarifying Cast now reveals all three categories simultaneously. Refraction damage increases to 3d6. Invisible or Concealed creatures within 20 feet of the target are revealed until the end of your next turn. ## Crystal Staves | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Low | 4 | +100gp | Prismatic Sight | | Standard | 7 | +350gp | Prismatic Refraction | | High | 15 | +8,000gp | Prismatic Lens | **Low-Grade** Crystal staves grant **Prismatic Sight**: When you cast a spell using this staff's charges that requires a target to attempt a save, you learn which of the target's saves (Fortitude, Reflex, or Will) is lowest. **Standard-Grade** Crystal staves grant **Prismatic Refraction**: You sense the presence of illusion magic within 30 feet (presence only, not nature or location). Once per day, when you cast a spell using this staff's charges that deals a single damage type, you may change it to any other energy damage type. **High-Grade** Crystal staves grant **Prismatic Lens**: You gain constant *See the Unseen* while wielding this staff. Once per day, when you cast a spell using this staff's charges that targets a single creature, choose one additional creature within 30 feet. That creature is also affected by the spell and must attempt its own save.
\pagebreakNum
## Crystal Grimoires | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Low | 4 | 120gp | Crystal Attunement | | Standard | 7 | 400gp | Tome of Clarity | | High | 15 | 9,000gp | Tome of True Sight | **Low-Grade** grants **Crystal Attunement**: During daily preparation, choose one creature type (aberration, undead, fiend, etc.). Until your next preparation, when you first encounter a creature of that type, you learn one of its weaknesses or resistances (no check required). **Standard-Grade** grants **Tome of Clarity**: During daily preparation, you may prepare one additional divination or detection spell from your tradition's spell list not recorded in this grimoire, of a rank at least 2 lower than your highest spell rank. This temporary preparation does not consume a spell slot. The formula fades after the spell is cast or at next preparation. Once per day, when a creature succeeds on a save against one of your spells, you learn the numerical value of the save bonus that caused the success. **High-Grade** grants **Tome of True Sight**: The temporary spell preparation from Tome of Clarity improves to 1 rank lower than your highest spell rank, and you may prepare two temporary divination spells. During daily preparation, choose one prepared spell as your **Perfected Spell**. That spell gains the Fortune trait on its spell attack roll, or targets take a -2 circumstance penalty to their save (choose when casting).
### Crystal Grimoires Crystal grimoires are bound with prismatic covers that shift colour with the angle of light. The pages — thin crystal sheets or specially treated glass — display their formulae as light patterns rather than ink, readable only by the attuned owner. Preparing spells from a crystal grimoire is a meditative experience. The formulae reveal themselves as prismatic patterns that shift and resolve as the caster's understanding deepens — each preparation slightly different, as though the crystal shows not just the spell but the optimal version of it for the day ahead. *"A crystal grimoire doesn't just store spells — it understands them. Open its pages, and it shows you the truth hidden in your own magic."* — Syrella, Seer of the Pinnacle ##### PRISMATIC FORMULAE The Tome of True Sight represents the apex of crystal grimoire crafting. Its pages contain formulae so refined that they grant the Fortune trait — the spell itself chooses the most favourable path to its target, guided by the crystal's innate divination. At its highest grade, the grimoire can temporarily manifest formulae from the caster's tradition that were never inscribed — the crystal's resonance drawing knowledge from ambient magical fields.
\pagebreakNum # Duskwood (Darkwood)
The living wood that bridges the boundary between life and death.
### Duskwood in the World
UNCOMMON
PRECIOUS
Duskwood Spell Foci have an affinity for spells with the **healing**, **death**, **void**, **vitality**, or **plant** traits. The living essence of the material creates a unique connection between life force and magical energy. Wyroot variants hunger for vital energy, while Greenwood variants pulse with restorative power. You don't own a Duskwood implement — you tend it. *"It grows. Even after being carved, shaped, and enchanted — the wyroot still hungers, and the greenwood still heals."* — Greenspeaker Amara ##### CULTIVATING DARKWOOD Duskwood implements are not forged but grown and shaped. The material remains alive after crafting, responding to its wielder's life force and the ambient energy of the natural world. **Wands** of wyroot often sprout tiny rootlets that writhe toward sources of life energy, growing warm — almost eager — when living creatures draw near. **Staves** of greenwood put forth fresh leaves each spring and shed them each autumn, regardless of climate. The wood knits itself after damage, and ancient specimens bear the scars of centuries of self-repair. **Grimoires** use pages of pressed leaves and bark that remain supple and green. Spells inscribed upon them seem to breathe, their ink shimmering faintly in rhythm with the natural world's cycles.
## Wyroot Wands | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Standard | 11 | +1,400gp | Life-Tapping Cast | | High | 17 | +13,500gp | Soul Reservoir | **Standard-Grade** Wyroot wands grant **Life-Tapping Cast**: When you cast the wand's spell and it deals damage to a living creature, gain temporary HP equal to twice the spell's rank for 1 minute. If the spell kills a creature, gain temporary HP equal to three times the spell's rank instead. **High-Grade** Wyroot wands grant **Soul Reservoir**: The wand stores up to 3 Life Points. Whenever a creature within 30 feet dies or gains the Dying condition while you're holding the wand, it gains 1 Life Point. Expend Life Points for: - **1 Point**: Gain a +1 status bonus to the spell attack roll or DC of your next cast from this wand - **2 Points**: Cast the wand's spell without expending a daily use - **3 Points**: Heighten the wand's spell by 1 rank when casting ## Greenwood Staves | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Standard | 8 | +400gp | Living Staff | | High | 15 | +8,000gp | Verdant Conduit | **Standard-Grade** Greenwood staves are **Living Staves**: The staff is alive and can be healed by vitality energy (50% effectiveness) and Nature checks instead of Crafting. It regains 1 charge each dawn if exposed to sunlight. Healing spells cast using this staff's charges increase all healing dice by one step. **High-Grade** Greenwood staves are **Verdant Conduits**: Full response to vitality energy healing. Once per day, cast a healing spell from the staff at 1 rank higher without spending additional charges. Cast *Nature's Pathway* using 2 charges even if not on the staff's list. ## Duskwood Grimoires | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Standard | 12 | 1,800gp | Verdant Cycle | | High | 19 | 32,000gp | Verdant Rebirth | **Standard-Grade** grants **Verdant Cycle**: During daily preparation, designate one prepared spell as your **Cycle Spell**. Whenever you cast your Cycle Spell, choose one creature within 30 feet (not a target of the spell). That creature either regains 2d8 HP (if willing) or takes 2d8 void damage (basic Fortitude save against your spell DC). **High-Grade** grants **Verdant Rebirth**: The Cycle Spell's secondary effect increases to 4d8. You gain **Verdant Rebirth**. Once you use Verdant Rebirth, you cannot use the Cycle Spell's secondary effect until your next daily preparation. #### Verdant Rebirth {R}
VITALITY
HEALING
CONCENTRATE
MANIPULATE
MAGICAL
once per day
A living creature within 30 feet drops to 0 HP
The creature immediately stabilizes and regains 4d8 + your level HP.
\pagebreakNum # Djezet
The liquid skymetal that amplifies and enhances all magical energy.
## Djezet Infusion Unlike other precious materials, Djezet cannot be crafted into items on its own. Instead, it is used to enhance existing implements, adding magical capacity in ways that other materials cannot match. | Implement | Level | Price | Special | |:----------|:-----:|------:|:--------| | Wand | 17 | +10,000gp | Amplified Capacity | | Staff | 17 | +10,000gp | Runic Overflow | | Grimoire | 17 | +10,000gp | Formulaic Expansion | ### Djezet-Infused Wands **Amplified Capacity**: The wand gains one additional daily use. Once per day, cast the wand's spell heightened by 2 ranks (maximum your highest rank). ### Djezet-Infused Staves **Runic Overflow**: The staff holds 2 additional charges beyond its normal maximum. During daily preparation, you may invest a second spell slot (in addition to the normal one) to add charges equal to that slot's rank. Once per day, cast a spell from the staff's list without spending charges. ### Djezet-Infused Grimoires **Formulaic Expansion**: You learn spells in half the time and at half the cost when adding them to this grimoire. When preparing spells, gain one additional spell slot of your highest rank that can only be used to cast a spell heightened by at least 2 ranks from its base.
### Djezet in the World
RARE
PRECIOUS
Djezet is notable for its incredible magical capacity and its ability to act as a conduit for any type of magical crafting. Unlike other precious materials, Djezet cannot form implements on its own — it is always applied as an **infusion** to enhance existing items. The bright red liquid metal traces glow visibly when channeling heightened magical power, pulsing with an appetite for arcane energy that borders on sentience. *"Djezet is not a material — it is an appetite. It drinks magic like a desert drinks rain, and amplifies it like a lens focuses sunlight into fire."* — Redsmiths Guild Primer ##### INFUSING DJEZET Djezet must be applied by a Redsmith — a specialist who works the liquid metal into existing implements using alchemical processes and precise arcane calibration. **Wands** bear veins of bright red liquid metal that pulse visibly when charged, growing steadily brighter until the moment of casting — then flaring like a struck match. **Staves** display djezet tracings that glow with a deep crimson light during spellcasting, and the air grows thick with magical potential when the staff is fully charged. **Grimoires** bleed faintly red at the page edges, the liquid metal seeping between formulae like capillaries feeding magical knowledge. ##### STACKING INFUSIONS A Djezet Infusion can be applied to an implement already made of another precious material. The costs and benefits stack — a Djezet-Infused Adamantine Staff grants both Unstoppable Focus AND Runic Overflow.
\pagebreakNum # Dragoncraft
The harvested essence of dragonkind, burning with elemental fury.
### Dragoncraft in the World
UNCOMMON
PRECIOUS
Dragoncraft spell foci enhance **fear**, **flight**, and **elemental magic**. Each implement retains an affinity for the original dragon's element and temperament, occasionally whispering with echoes of draconic fury. Dragonbone wands retain a faint warmth — or chill, or tingling static — matching their progenitor's element. Their power scales with the might of the dragon from which they were harvested. *"You don't wield a dragon's bone. You convince it to let you borrow its fury — and pray it doesn't decide to take it back."* — Scalelord Pyraxis ##### ELEMENT AFFINITY Each Dragoncraft implement retains an affinity for its progenitor's element. A wand carved from red dragonbone channels fire; one from white dragonbone channels cold. The element is determined by the dragon from which the material was harvested and cannot be changed. ##### HARVESTING DRAGONCRAFT Only dragon remains of sufficient age and power can serve as implement material. The harvesting must be performed within hours of the dragon's death, before the elemental resonance fades. **Wands** are carved from a single dragonbone. In moments of intense spellcasting, thin wisps of elemental energy curl from the tip like breath on a winter morning. **Staves** carry an unmistakable presence. Those who stand in their shadow feel the weight of draconic authority, and creatures of lesser will instinctively avert their gaze. **Grimoires** of dragonhide shimmer with their original dragon's coloring. The pages resist all damage of the dragon's element — a fire dragon's grimoire will not burn, and a white dragon's tome cannot freeze.
## Dragonbone Wands | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Standard | 10 | +880gp | Draconic Affinity | | High | 16 | +9,000gp | Wyrm's Wrath | **Standard-Grade** Dragonbone wands grant **Draconic Affinity**: Spells cast from this wand that deal the dragon's energy type gain a +1 status bonus to damage per die. Spells with the fear trait cast from this wand gain a +1 status bonus to their DC. **High-Grade** Dragonbone wands grant **Wyrm's Wrath**: Gain resistance 5 to the dragon's energy type while holding the wand. You gain **Wyrm's Wrath**. #### Wyrm's Wrath {0A}
EVOCATION
CONCENTRATE
MAGICAL
once per day
You finish casting the wand's spell
Unleash a 30-foot cone of the dragon's element, dealing 1d6 damage per spell rank (basic Reflex save against your spell DC).
## Dragonbone Staves | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Standard | 11 | +1,600gp | Elemental Channeler | | High | 19 | +32,000gp | Dragon's Majesty | **Standard-Grade** Dragonbone staves grant **Elemental Channeler**: Spells using this staff's charges that deal the dragon's energy type ignore all resistance to that energy type. When a creature is hit by or fails its save against a damage-dealing spell cast from this staff, it becomes Frightened 1 (Will save negates; once per target per day). **High-Grade** Dragonbone staves grant **Dragon's Majesty**: Gain resistance 10 to the dragon's energy type. Whenever you would gain the Frightened condition, reduce its value by 1 (minimum 0). Once per day, spend 2 charges to cast *Dragon Form* of the appropriate type, heightened to your highest rank. ## Dragonhide Grimoires | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Standard | 11 | 1,600gp | Draconic Inscription | | High | 19 | 32,000gp | Wyrmspeaker's Tome | **Standard-Grade** grants **Draconic Inscription**: During daily preparation, designate one prepared damaging spell as your **Dragon Spell**. When you cast your Dragon Spell, you may change its damage type to the dragon's energy type. If you do, the spell deals an additional 1d6 damage of that type and the target gains weakness 5 to the dragon's energy type until the end of your next turn. **High-Grade** grants **Wyrmspeaker's Tome**: The additional damage increases to 2d6. The target's resistance to the dragon's energy type is treated as 0 for this casting, and immunity is treated as resistance 10. You gain **Wyrm's Roar**. #### Wyrm's Roar {0A}
EVOCATION
FEAR
AUDITORY
EMOTION
MENTAL
CONCENTRATE
MAGICAL
once per day
You cast your Dragon Spell
All enemies within 20 feet of the target gain weakness 5 to the dragon's energy type until the end of your next turn.
\pagebreakNum # Dawnsilver (Mithral)
The silvery metal of impossible lightness and brilliant radiance.
## Dawnsilver Wands | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Standard | 10 | +880gp | Spellstride | | High | 16 | +9,000gp | Brilliant Focus | **Standard-Grade** Dawnsilver wands grant **Spellstride**: Spells creating light effects increase their illumination radius by 10 feet. You gain **Spellstride**. **High-Grade** Dawnsilver wands grant **Brilliant Focus**: The wand gains one additional daily use (2 total), and **Spellstride** applies to both uses. The wand sheds bright light in a 20-foot radius. Once per day when casting, all enemies within 15 feet of the target must succeed at a Fortitude save against your spell DC or be Dazzled for 1 round (Blinded on critical failure). #### Spellstride {2A}
TRANSMUTATION
CONCENTRATE
MANIPULATE
MOVE
MAGICAL
once per day
Cast the wand's spell as part of a Stride (2 actions total). You can move before, after, or during the casting.
## Dawnsilver Staves | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Standard | 12 | +1,600gp | Weightless Conduit | | High | 19 | +32,000gp | Quicksilver Flow | **Standard-Grade** Dawnsilver staves grant **Weightless Conduit**: The staff has negligible Bulk (treat as L). Gain a +5-foot status bonus to Speed while wielding. When you cast a spell using this staff's charges, you may Step as a free action immediately after. **High-Grade** Dawnsilver staves grant **Quicksilver Flow**: Gain constant *Unfettered Movement* while wielding. The free Step from Weightless Conduit upgrades to a free Stride (up to half your Speed). You gain **Quicksilver Dodge**. #### Quicksilver Dodge {R}
TRANSMUTATION
MOVE
MAGICAL
once per day
You are targeted by an attack or single-target spell
Stride up to your full Speed without provoking reactions. If this takes you out of range, the effect misses.
## Dawnsilver Grimoires | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Standard | 12 | 1,800gp | Quicksilver Pages | | High | 19 | 32,000gp | Tome of Celerity | **Standard-Grade** grants **Quicksilver Pages**: Negligible Bulk. Designate one spell with 2-action casting time; once per day, cast it as 1 action. Gain +5-foot status bonus to Speed until next preparation. **High-Grade** grants **Tome of Celerity**: Once per day when preparing, gain *Tailwind* until next preparation without a spell slot. Designate two spells for Quicksilver Pages. You are never off-guard while carrying this grimoire.
### Dawnsilver in the World
UNCOMMON
PRECIOUS
Spell Foci made of Dawnsilver typically enhance **movement**, **light**, or **force** effects. The silvery metal's legendary lightness translates to magical agility and responsiveness. Dawnsilver implements feel almost weightless, and their mirror-bright surfaces catch and amplify even the dimmest light. Casters who favor them develop a distinctive flowing casting style. *"Dawnsilver moves like thought — weightless, bright, and impossibly quick. A dawnsilver implement doesn't feel like holding a tool. It feels like holding an extension of your will."* — Selindra, Quicksilver Mage ##### FORGING DAWNSILVER Dawnsilver's legendary lightness makes it challenging to shape — the metal resists heavy-handed techniques, responding only to patient, precise work with specialized tools. **Wands** are so light they seem to float in the hand, their mirror-bright surface catching every stray photon. **Staves** weigh no more than a willow switch despite their metallic composition. Wielders report a sensation of perpetual momentum, as if the staff is always in motion even when perfectly still. **Grimoires** have silvery pages that turn with preternatural speed, falling open to the desired spell almost before the caster's conscious thought. No bookmark is needed — the book knows where you want to be.
\pagebreakNum # Obsidian
The razor glass that shatters for terrible power — sharper than steel, fragile as trust.
### Obsidian in the World
UNCOMMON
PRECIOUS
Obsidian is volcanic glass defined by the tension between **razor sharpness** and **brittle fragility**. Its implements channel magic with brutal precision, but the material shatters under stress — and when it shatters, everything nearby pays the price. Hairline fractures trace across the glass during casting, spreading visibly with each spell pushed beyond its limits. The edges never dull, but the glass remembers every impact. *"My apprentice called it 'just glass.' I showed him the scar on my palm — a single careless touch, twenty years ago. Still aches on cold mornings. He doesn't call it glass anymore."* — Shadecutter Vex, Glass Blade of the Darklands ##### KNAPPING OBSIDIAN Obsidian suitable for implement crafting must be harvested from magically active sites — places where elemental earth magic has saturated the volcanic glass over centuries. The Darklands, deep caverns, and regions where shadow and stone converge are all known sources. **Wands** are shards of black volcanic glass, their edges so sharp they can draw blood from a careless grip. **Staves** are columns of smooth black glass. Razor-sharp ridges run along the shaft like the edges of knapped flint, and hairline fractures spread visibly with each push.
## Obsidian Wands | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Low | 2 | +30gp | Obsidian Edge | | Standard | 6 | +250gp | Shattering Edge | | High | 16 | +9,000gp | Glass Cannon | > **Shatter Cast**: Obsidian wands can only contain damage-dealing spells. When casting, choose **Controlled Cast** (wand remains intact) or **Shatter Cast** (wand shatters and reforms at next daily preparation). Shatter Cast causes the spell's damage dice to explode — each die showing its maximum is rerolled and added, repeating as long as the maximum is rolled. **Low-Grade** Obsidian wands grant **Obsidian Edge**: Your Elemental Attack deals an additional 1 persistent bleed damage. **Standard-Grade** Obsidian wands grant **Shattering Edge**: Your Elemental Attack's persistent bleed increases to 1d4. When you use Shatter Cast, the spell is also heightened by 1 rank. **High-Grade** Obsidian wands grant **Glass Cannon**: Your Elemental Attack's persistent bleed increases to 1d6. When you use Shatter Cast, the spell is heightened by 2 ranks (maximum your highest spell rank). ## Obsidian Staves | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Low | 4 | +100gp | Shadow's Edge | | Standard | 7 | +350gp | Obsidian Conduit | | High | 16 | +9,000gp | Splintering Conduit | > **Obsidian Push**: When you cast a spell using this staff's charges, you may push the obsidian beyond its limits — the spell's damage dice explode (each die showing its maximum is rerolled and added, repeating as long as the maximum is rolled), but you add 1d4 to your Fracture Total. When the total reaches your staff's Shatter Threshold, it shatters in an emanation of razor shards (basic Reflex save against your spell DC), then reforms at next daily preparation. **Low-Grade** Obsidian staves grant **Shadow's Edge**: Your Shatter Threshold is 4. When reached, the staff shatters in a 15-foot emanation dealing 2d6 piercing damage (basic Reflex save against your spell DC), then reforms at next daily preparation. **Standard-Grade** Obsidian staves grant **Obsidian Conduit**: Your Shatter Threshold increases to 6, and the shatter emanation becomes a 20-foot emanation dealing 3d6 piercing damage. **High-Grade** Obsidian staves grant **Splintering Conduit**: You gain **Obsidian Cataclysm**. Your Shatter Threshold increases to 8, and the shatter emanation becomes a 30-foot emanation dealing 4d6 piercing + 2d6 persistent bleed damage.
\pagebreakNum
#### Obsidian Cataclysm {2A}
EVOCATION
CONCENTRATE
MANIPULATE
MAGICAL
once per day
Deliberately shatter the staff, triggering its Shatter Threshold effect regardless of your current Fracture Total.
## Obsidian Grimoires | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Low | 4 | 120gp | Obsidian Pages | | Standard | 7 | 400gp | Codex of Shards | | High | 16 | 10,000gp | Codex of Ruin | **Low-Grade** grants **Obsidian Pages**: During daily preparation, designate one damaging prepared spell as your **Obsidian Spell**. When you cast your Obsidian Spell, you may choose **Shatter Cast**: the spell's damage dice explode (each die showing its maximum is rerolled and added, repeating as long as the maximum is rolled). After a Shatter Cast, roll a DC 11 flat check. On failure, the spell slot is burned out — it remains unavailable until the daily preparation after next (2 days). **Standard-Grade** grants **Codex of Shards**: You gain **Fracture Cast**. When casting your Obsidian Spell, you may choose Fracture Cast instead of Shatter Cast: the spell's damage dice explode and the spell is heightened by 1 rank without using a higher-rank slot. Roll a DC 11 flat check. On failure, the spell slot is burned out for 2 days, and all other spell slots of the same rank are lost until your next daily preparation. **High-Grade** grants **Codex of Ruin**: You gain **Ruin**. When casting your Obsidian Spell, you may choose Ruin instead of Shatter Cast or Fracture Cast: each damage die automatically explodes once (roll each die a second time and add both results). All spell slots of the Obsidian Spell's rank are burned out for 2 days.
### Obsidian Grimoires Obsidian grimoires have covers of polished volcanic glass, dark as a moonless night. The pages are sheets of thinly sliced obsidian, their formulae appearing as hairline fractures — readable only by the attuned caster, visible in any darkness. The act of Shattering a spell through an obsidian grimoire is visceral — fine cracks race across the page as the formula is pushed beyond its limits. A burned-out page needs two full days to reform, the obsidian slowly knitting itself back together. Push too hard, and the fractures bleed through to neighbouring pages. *"The Codex of Ruin doesn't ask permission. You point it at a problem and pull the trigger. What it costs you is between you and the glass."* — Shadecutter Vex ##### THE PRICE OF POWER Every obsidian grimoire exists in tension between containment and release. The crystalline pages store magical formulae with razor precision, but shattering a spell sends fractures cascading through the glass — and when they spread far enough, neighbouring spells crack with them. Masters of obsidian grimoires learn to read the hairline fractures, weighing each cast: shatter for power and risk the slot, or hold back and save it for tomorrow.
\pagebreakNum # Orichalcum
The rarest skymetal, which distorts the flow of time itself.
### Orichalcum in the World
RARE
PRECIOUS
Orichalcum distorts the flow of time itself. Spell foci made of this material allow casters to manipulate temporal mechanics in ways that defy normal magical limitations. The copper-gold metal shimmers with moments not yet occurred. The surface shifts between copper and gold as though unable to decide which moment it occupies. Objects viewed through orichalcum appear to move in slight delay — as though time itself bends around the metal. *"Time is a river, they teach us — always forward, never back. The first lesson of orichalcum is that the river has no opinion on which way it flows."* — Chronomancer Ythris ##### FORGING ORICHALCUM Orichalcum is the rarest of the skymetals, found only in fragments of extraplanar meteorites or in ancient vaults where time magic has saturated the surrounding stone. Working the metal requires chronal forges that exist partially outside the normal flow of time. **Wands** shimmer with a faint temporal distortion — objects viewed through them appear to move in slight delay, as though time itself bends around the copper-gold metal. **Staves** exist in a state of temporal flux. Their wielders occasionally glimpse afterimages of spells not yet cast, and the metal seems to age and rejuvenate in an endless, imperceptible cycle. **Grimoires** flicker between states of completion. A page left blank at dawn may hold a finished spell by dusk — one the caster swears they haven't written yet.
## Orichalcum Wands | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | High | 18 | +22,000gp | Temporal Echo | **High-Grade** Orichalcum wands grant **Temporal Echo**: Once per day, immediately after casting the wand's spell, use **Echo Cast** to cast it again without expending a use. The second casting must target different creatures or areas (or the same if the first missed or failed). If the wand is destroyed, it reforms after 24 hours. #### Echo Cast {0A}
TRANSMUTATION
TEMPORAL
CONCENTRATE
MAGICAL
You finish casting this wand's spell
Cast the spell again as a temporal echo. This casting uses the same spell DC and attack bonus but must target different creatures or areas.
## Orichalcum Staves | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | High | 20 | +55,000gp | Spellcasting Across Time | **High-Grade** Orichalcum staves grant **Spellcasting Across Time**: When you prepare the staff each day, you may borrow up to 2 charges from tomorrow (those charges are unavailable the next day). Once per day, use **Spell Across Time**. #### Spell Across Time {0A}
TRANSMUTATION
TEMPORAL
CONCENTRATE
MAGICAL
once per day
You finish casting a spell from this staff
Cast any spell you have cast from this staff earlier today at the same rank. You may choose new targets or areas. The original casting is not undone. Targets make new saves; spell attacks make new attack rolls.
## Orichalcum Grimoires | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | High | 20 | +55,000gp | Preparation Across Time | **High-Grade** Orichalcum grimoires grant **Preparation Across Time**: Once per day, use a 10-minute activity to change up to two prepared spells to any other spells in this grimoire of equal or lower rank. Roll initiative with the Fortune trait. > **Spontaneous casters:** Replace up to two spells in your repertoire with any spells from your tradition's spell list of equal or lower rank until your next daily preparation.
\pagebreakNum # Silver
The pure metal of divine radiance and reflected power.
## Silver Wands | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Low | 2 | +40gp | Purifying Cast | | Standard | 10 | +880gp | Radiant Channel | | High | 16 | +9,000gp | Silver Reflection | **Low-Grade** Silver wands grant **Purifying Cast**: Spells treat their damage as silver for weaknesses and resistances. When the wand's spell damages an Undead, Fiend, or unholy creature, one ally within 30 feet can reduce their Frightened condition by 1. **Standard-Grade** Silver wands grant **Radiant Channel**: Spells cast from this wand deal an additional 1d6 vitality damage to Undead, Fiends, and silver-vulnerable creatures, regardless of the spell's normal damage type. When such a creature is hit by or fails its save against the wand's spell, it emits bright light in a 10-foot radius until the end of your next turn, suppressing any darkness effects it sustains or creates within this light. **High-Grade** Silver wands grant **Silver Reflection**: You gain **Silver Reflection**. #### Silver Reflection {R}
DIVINATION
CONCENTRATE
MAGICAL
once per day
A creature within 30 feet successfully saves against this wand's spell
Redirect the spell to a different valid target within range. The new target must attempt a save against the same effect.
## Silver Staves | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Low | 5 | +140gp | Silver Ward | | Standard | 11 | +1,200gp | Curse Breaker | | High | 18 | +20,000gp | Sanctified Conduit | **Low-Grade** Silver staves grant **Silver Ward**: The staff serves as a religious symbol. Gain a +1 item bonus to saves against curse, darkness, and death effects. When you succeed at such a save, the source of the effect (if within 30 feet) is Dazzled for 1 round (no save). **Standard-Grade** Silver staves grant **Curse Breaker**: Gain a +2 item bonus to Counteract checks against curse effects. Once per day, spend 2 charges to Counteract a curse on a touched creature using your spell DC. **High-Grade** Silver staves grant **Sanctified Conduit**: Gain a +2 item bonus to all saves against curse, darkness, death, and unholy effects. Healing spells cast using this staff's charges restore an additional 2d6 HP to creatures with the Drained or Doomed condition. Once per day, spend 4 charges to cast *Sunburst*.
### Silver in the World
COMMON
PRECIOUS
Silver possesses innate affinity for divine magic and is most commonly used in religious holy symbols. Its reflective nature makes it particularly effective at turning hostile magic back upon its source, and at combating **darkness**, **curses**, and **unholy** creatures. The metal gleams with a soft, steady radiance — barely perceptible in daylight, but unmistakable in darkness. Undead recoil from its touch, and curses seem to weaken in its proximity. *"Silver is the mirror of the divine. What is corrupt, it reflects back purified. What is unholy, it burns away."* — High Priestess Vaelindra ##### PURIFYING SILVER Silver suitable for implement crafting must be refined through a consecration process that removes all impurities. The metal is melted under moonlight and blessed by divine practitioners, imbuing it with its signature radiant properties. **Wands** emit a faint, clean radiance — barely perceptible in daylight, but unmistakable in darkness. Undead recoil from their touch, and curses seem to weaken in their proximity. **Staves** serve as both weapon and ward, their gleaming surface acting as a focus for divine will. Clerics who carry them report a sense of calm certainty, as though the metal itself bolsters their faith.
\pagebreakNum
### Silver Grimoires Silver grimoires have covers that serve as literal mirrors, reflecting not just light but magical energy. The words inscribed within glow with their own quiet, silver radiance — no lantern needed to read in darkness. The most powerful silver grimoires develop a form of protective sentience. They resist void energy, reflect curses back upon their sources, and in moments of dire need, emit a blinding radiance that shields their bearer from death itself. *"My students think the glow is for reading in the dark. It isn't. It's a warning — to everything else in the dark."* — High Priestess Vaelindra ##### CONSECRATED BINDINGS The binding process for silver grimoires mirrors the consecration of holy symbols. Pages of hammered silver leaf are blessed under moonlight, each one individually purified before inscription. The resulting grimoire serves as both spellbook and ward — a repository of divine-touched magic that actively resists corruption and undeath.
## Silver Grimoires | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Low | 5 | 160gp | Consecrated Pages | | Standard | 11 | 1,400gp | Light-Touched Pages | | High | 18 | 22,000gp | Radiant Codex | **Low-Grade** grants **Consecrated Pages**: During daily preparation, designate one prepared spell as your **Consecrated Spell**. The grimoire serves as a religious symbol. Your Consecrated Spell's damage counts as silver and vitality for weaknesses and resistances when targeting Undead, Fiends, and unholy creatures. **Standard-Grade** grants **Light-Touched Pages**: Gain resistance 5 to void energy until next preparation. You gain **Light-Touched Pages**. **High-Grade** grants **Radiant Codex**: Resistance 10 to void energy. The grimoire provides dim light in a 10-foot radius. You gain **Radiant Codex**. #### Light-Touched Pages {R}
ABJURATION
CONCENTRATE
FORTUNE
MAGICAL
once per day
You fail a save against a void, darkness, or curse effect
Reroll the save. On a success, the effect is reflected — the source must attempt a save against your spell DC or be affected by its own effect.
#### Radiant Codex {R}
ABJURATION
CONCENTRATE
MAGICAL
once per day
You or an ally within 30 feet would be reduced to 0 HP by void, death, or unholy damage
Negate the damage. The source of the damage must succeed at a Fortitude save against your spell DC or be Blinded for 1 round.
\pagebreakNum # Singing Steel
The resonant alloy whose song strengthens all who fight beside its bearer.
## Singing Steel Wands | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | High | 17 | +15,000gp | Harmonic Casting | **High-Grade** Singing Steel wands grant **Harmonic Casting**. #### Harmonic Casting {0A}
EVOCATION
SONIC
AUDITORY
CONCENTRATE
MAGICAL
You cast this wand's spell
All enemies in a 20-foot emanation centered on the target must attempt a Fortitude save against your spell DC.
The creature is unaffected.
The creature takes 2d6 sonic damage.
The creature takes 4d6 sonic damage and is off-guard until the end of your next turn.
The creature takes 4d6 sonic damage, is off-guard until the end of your next turn, and is Deafened for 1 minute.
## Singing Steel Staves | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | High | 17 | +15,000gp | Resonating Focus | **High-Grade** Singing Steel staves grant **Sustained Resonance**: While wielding this staff, you may Sustain a Spell cast using this staff's charges as a free action (once per round). Once per day, use **Resonant Pulse**. #### Resonant Pulse {0A}
EVOCATION
SONIC
CONCENTRATE
MAGICAL
once per day
The staff emits an echolocation burst. All Hidden, Concealed, or Invisible creatures within 60 feet are revealed until the end of your next turn.
## Singing Steel Grimoires | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | High | 17 | +16,000gp | Harmonic Codex | **High-Grade** grants **Harmonic Codex**: During daily preparation, designate one prepared spell that targets a single willing creature and has a duration of at least 1 round as your **Harmonic Spell**. When you cast your Harmonic Spell, up to 3 additional willing creatures within 30 feet also benefit from the spell's effects for the full duration (**Harmonic Resonance**). Once per day, when an ally within 30 feet casts a spell, you gain **Ensemble**. #### Ensemble {R}
EVOCATION
SONIC
AUDITORY
CONCENTRATE
MAGICAL
once per day
An ally within 30 feet casts a spell
That ally's spell attack bonus or spell DC increases by 2 for that casting.
### Singing Steel in the World
RARE
PRECIOUS
Spell foci made of Singing Steel have an affinity for **Sonic** spells and effects with the **Auditory** trait. The harmonic resonance of the metal transforms magic into sound that radiates outward — disrupting enemies, sustaining spells without concentration, and harmonizing effects across allies. When struck or channeling magic, Singing Steel produces haunting, beautiful tones that carry the caster's intent to those who fight beside them. The older the implement, the richer its song. *"A solo is impressive. A harmony is unstoppable. Singing Steel is how a single caster becomes an orchestra."* — Maestro Corvindal ##### FORGING SINGING STEEL Singing Steel is forged through a process that combines metallurgy with musical composition. The alloy must be struck with precise frequencies during tempering, each blow calibrated to embed harmonic resonance into the metal's crystalline structure. **Wands** produce a sustained tone unique to each wand, shifting in pitch and timbre with the wielder's emotions. In battle, the note rises to a fierce, clear harmonic. **Staves** hum with a sustained chord that deepens with each spell channeled through them. The metal holds magical resonance the way a tuning fork holds a note — effortlessly, indefinitely, without wavering. **Grimoires** hum constantly — a low, complex chord that adapts to the environment. Allies find the vibrations carrying the caster's intentions, transforming individual enchantments into harmonies.
\pagebreakNum # Sovereign Steel
The antimagic alloy that devours and nullifies arcane power.
### Sovereign Steel in the World
RARE
PRECIOUS
Sovereign Steel is perhaps one of the most dangerous metals for magic users, as its Noqual component naturally absorbs and nullifies magical energy. Paradoxically, this makes Sovereign Steel implements incredibly effective at **counterspelling** and **dispelling magic**. Using one requires careful control, as the material fights against the very magic channeled through it. The alloy creates a subtle dead zone around its bearer — nearby enchantments stutter and falter, and experienced mages recognize the telltale silence that surrounds those who carry it. *"The first time I held a Sovereign Steel implement, every enchantment on my person flickered. My amulet went cold. My ring stopped glowing. The staff didn't care."* — Voidcaster Malthas ##### FORGING SOVEREIGN STEEL Sovereign Steel is an alloy of adamantine and noqual, two metals whose properties are inherently opposed. The forging process requires simultaneous heating and cooling — adamantine demanding extreme heat, noqual resisting magical energy at every stage. Only the most skilled metallurgists can balance the alloy. **Wands** devour ambient magical energy, creating a subtle dead zone that makes nearby enchantments stutter and falter. Experienced mages recognize the telltale silence that surrounds their bearers. **Staves** are paradox made manifest — implements of magic that hate magic. Their wielders walk in a bubble of diminished enchantment, yet command devastating counterspelling power.
## Sovereign Steel Wands | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Standard | 12 | +1,600gp | Mage-Bane Casting | | High | 19 | +32,000gp | Arcane Nullifier | **Standard-Grade** Sovereign Steel wands grant **Mage-Bane Casting**: When the wand's spell targets a creature with active spell effects (not permanent magic items or innate abilities), gain a +2 item bonus to the spell attack roll or the target takes a -2 circumstance penalty to its save. On a hit or failed save, one of the target's active spell effects is suppressed for 1 round. **High-Grade** Sovereign Steel wands grant **Arcane Nullifier**: Once per day, when casting, attempt **Dispelling Cast**: choose one magical effect on the target. On a hit or failed save, that effect ends without a Counteract check, as long as its rank is equal to or lower than the wand's spell rank. For higher-rank effects, you must succeed at a Counteract check. > **Warning**: The bearer must succeed at a DC 5 flat check when using any other magic item, or that activation fails (but is not expended). ## Sovereign Steel Staves | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Standard | 13 | +2,400gp | Counterspell Focus | | High | 20 | +50,000gp | Null Dominion | **Standard-Grade** grants **Counterspell Focus**: Gain +2 item bonus to Counteract checks using spells from this staff. You gain **Counterspell Focus**. **High-Grade** grants **Null Dominion**: You and allies within 30 feet gain a +2 item bonus to saves against spells. Once per day, spend 4 charges to create an *Antimagic Field* centered on yourself for 1 minute. Your own spells are not suppressed by this field. #### Counterspell Focus {R}
ABJURATION
CONCENTRATE
MAGICAL
once per day
A creature within 60 feet casts a spell
Spend charges equal to half the triggering spell's rank (minimum 1) to attempt to Counteract it.
> **Warning**: When casting spells not from this staff, you must succeed at a flat check or the spell fails (slot not expended): DC 2 at Standard Grade, DC 4 at High Grade.
\pagebreakNum
## Sovereign Steel Grimoires | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Standard | 13 | 2,600gp | Nullward Binding | | High | 20 | 52,000gp | Nullification Codex | **Standard-Grade** grants **Nullward Binding**: The grimoire cannot be affected by spells lower than half your level. Gain a +1 item bonus to saves against spells until next preparation. Once per day, when you succeed on a save against a spell, the next target of one of your spells within 1 minute takes a -2 circumstance penalty to its save. **High-Grade** grants **Nullification Codex**: Gain a +2 item bonus to all saves against spells. During daily preparation, prepare *Dispel Magic* at your highest rank without using a spell slot. Once per day, when you succeed on a save against a spell, that spell is automatically counteracted — it ends entirely for all targets, no Counteract check required. The grimoire absorbs the spell's energy: you recover one expended spell slot of a rank equal to or lower than the counteracted spell's rank. Unauthorized readers who attempt to read the grimoire must succeed at a Will save against your spell DC or be Stupefied 2 for 1 hour. > **Warning**: DC 5 flat check when preparing, or prepare one fewer slot of highest rank.
### Sovereign Steel Grimoires The grimoires of Sovereign Steel are paradoxical objects — spellbooks that hunger for the very magic they contain. The metal pages resist inscription with conventional means; formulas must be etched using counter-resonant frequencies that temporarily suppress the material's antimagic properties. Preparing spells from a Sovereign Steel grimoire is an act of controlled struggle. The caster must assert their will against the metal's natural inclination to devour magical energy — a process that occasionally costs a spell slot but ensures that what remains is forged in absolute certainty. *"My grimoire ate three spell slots this morning. But the spells that survived? Nothing in this world can touch them."* — Voidcaster Malthas ##### THE PARADOX OF NULLIFICATION Sovereign Steel grimoires protect their contents with the same voracity they consume hostile spells. Unauthorized readers find the metal's hunger turned against their own magic — Stupefied and confused, as the book drains their arcane reserves. The most powerful specimens can prepare *Dispel Magic* from nothing, conjuring the spell from pure antimagic resonance rather than stored formula.
\pagebreakNum # Throneglass
The Azlanti crystal that resonates with the collective unconscious.
### Throneglass in the World
RARE
PRECIOUS
Azlanti Throneglass resonates with psychic energy and enhances **Mental** magic. Despite its ancient origins, the material retains steel-like hardness and magical potency to this day. Mages speculate that its resonance connects users to the collective unconscious, allowing thoughts to flow more freely between minds. The crystalline surface occasionally displays fleeting images — fragments of thoughts absorbed from nearby creatures, preserved like insects in amber. Sensitive beings report a faint psychic pressure when one is near. *"The Azlanti shaped Throneglass to amplify the voice of the mind. Ten thousand years later, it still listens."* — Iridescent Magnate Solarnis ##### SHAPING THRONEGLASS Throneglass is found exclusively in the ruins of ancient Azlanti sites, where psychic energy has crystallized over millennia into formations of extraordinary density. The material cannot be smelted — it must be carefully shaped through psychic resonance, a process that requires both mental discipline and arcane expertise. **Wands** resonate at a frequency just below conscious perception. Sensitive creatures report a faint psychic pressure when one is nearby — like the sensation of being watched from inside their own skull. **Staves** thrum with accumulated psychic potential. Their crystalline surfaces occasionally display fleeting images — fragments of thoughts absorbed from creatures in their vicinity. **Grimoires** need not be read with the eyes. A caster need only touch the crystalline pages to feel formulae flowing directly into their mind, bypassing the slow tedium of conventional study.
## Throneglass Wands | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Standard | 9 | +700gp | Psychic Resonance | | High | 16 | +9,000gp | Psychic Siphon | **Standard-Grade** Throneglass wands grant **Psychic Resonance**: The wand gains the Resonant trait. Once per day, cast the wand's spell without verbal or somatic components — the spell gains the Subtle trait (cannot be identified with Recognize Spell or trigger reactions to spellcasting). **High-Grade** Throneglass wands grant **Psychic Siphon**: When a creature is hit by or fails its save against the wand's spell, you gain a +1 status bonus to your next spell attack roll or spell DC. Once per day, when a creature is critically hit by or critically fails its save against the wand's spell, invoke **Mind Breach**: you learn one weakness, resistance, or secret motivation of the creature (GM chooses) and gain a +2 status bonus to Perception and Sense Motive against it for 1 hour. ## Throneglass Staves | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Standard | 10 | +880gp | Psychic Buffer | | High | 18 | +20,000gp | Thought Amplifier | **Standard-Grade** Throneglass staves grant **Psychic Buffer**: Gain +2 item bonus to saves against Mental effects. If you would gain Stupefied, reduce its value by 1. **High-Grade** Throneglass staves grant **Thought Amplifier**: Creatures immune to the Mental trait treat your Mental spells cast through this staff as if they lacked the Mental trait for the purpose of that immunity, but gain a +4 circumstance bonus to their save. Once per day, when you succeed at a save against a single-target Mental effect, the staff stores the spell for a number of rounds equal to its rank. You may use **Release Spell** to unleash the stored spell. #### Release Spell {1A}
MENTAL
CONCENTRATE
MANIPULATE
MAGICAL
The staff holds a stored spell
Cast the stored spell against a valid target within range, using the original caster's DC.
## Throneglass Grimoires | Grade | Level | Price | Special | |:------|:-----:|------:|:--------| | Standard | 10 | 900gp | Psychic Imprint | | High | 18 | 22,000gp | Tome of the Collective | **Standard-Grade** grants **Psychic Imprint**: During daily preparation, designate one prepared spell as your **Imprinted Spell**. Your Imprinted Spell gains the Subtle trait and requires no verbal or somatic components. **High-Grade** grants **Tome of the Collective**: Immune to Stupefied while carrying this grimoire. Prepare spells in 5 minutes instead of 1 hour. Once per day, cast *Telepathic Bond* as an innate spell; attuned creatures can mentally browse your grimoire and prepare one spell from it as if it were in their own spellbook (during their next daily preparation only).
\pagebreakNum # Summary Tables
Quick reference for all precious material implements.
## Price Summary ##### TABLE: WAND PRICES | Material | Low | Standard | High | |:---------|----:|--------:|-----:| | Adamantine | — | +1,400gp | +13,500gp | | Bone | +30gp | +250gp | +8,000gp | | Cold Iron | +40gp | +880gp | +9,000gp | | Crystal | +30gp | +250gp | +8,000gp | | Duskwood | — | +1,400gp | +13,500gp | | Djezet | — | — | +10,000gp | | Dragoncraft | — | +880gp | +9,000gp | | Dawnsilver | — | +880gp | +9,000gp | | Obsidian | +30gp | +250gp | +9,000gp | | Orichalcum | — | — | +22,000gp | | Silver | +40gp | +880gp | +9,000gp | | Singing Steel | — | — | +15,000gp | | Sovereign Steel | — | +1,600gp | +32,000gp | | Throneglass | — | +700gp | +9,000gp | ##### TABLE: STAFF PRICES | Material | Low | Standard | High | |:---------|----:|--------:|-----:| | Adamantine | — | +1,600gp | +16,000gp | | Bone | +100gp | +350gp | +8,000gp | | Cold Iron | +140gp | +1,200gp | +20,000gp | | Crystal | +100gp | +350gp | +8,000gp | | Duskwood | — | +400gp | +8,000gp | | Djezet | — | — | +10,000gp | | Dragoncraft | — | +1,600gp | +32,000gp | | Dawnsilver | — | +1,600gp | +32,000gp | | Obsidian | +100gp | +350gp | +9,000gp | | Orichalcum | — | — | +55,000gp | | Silver | +140gp | +1,200gp | +20,000gp | | Singing Steel | — | — | +15,000gp | | Sovereign Steel | — | +2,400gp | +50,000gp | | Throneglass | — | +880gp | +20,000gp | \columnbreak ##### TABLE: GRIMOIRE PRICES | Material | Low | Standard | High | |:---------|----:|--------:|-----:| | Adamantine | — | +1,800gp | +18,000gp | | Bone | +120gp | +400gp | +9,000gp | | Cold Iron | +160gp | +1,400gp | +22,000gp | | Crystal | +120gp | +400gp | +9,000gp | | Duskwood | — | +1,800gp | +32,000gp | | Djezet | — | — | +10,000gp | | Dragoncraft | — | +1,600gp | +32,000gp | | Dawnsilver | — | +1,800gp | +32,000gp | | Obsidian | +120gp | +400gp | +10,000gp | | Orichalcum | — | — | +55,000gp | | Silver | +160gp | +1,400gp | +22,000gp | | Singing Steel | — | — | +16,000gp | | Sovereign Steel | — | +2,600gp | +52,000gp | | Throneglass | — | +900gp | +22,000gp | \pagebreakNum
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