| Morridyn |
I know many are against this idea, but I think this would be the way to homebrew an spell boosting magic item. It is very much like handwraps for monk a modification of magic weapon. This would also help casters such as the magus and war priests to cast closer to a full legendary caster.
Spell Nexus Item 2+
[Evocation][Magical]
Usage held in 1 hand;
A spell nexus is a weapon etched with only fundamental runes. A spell potency rune gives an item bonus to spell attack rolls and DCs, and an amplifying rune gives an item bonus to the spell’s damage per die of the spell damage.
The Prices here are for all types of weapons. You don’t need to adjust the Price from a club to a greataxe or the like. These weapons are made of standard materials, not precious materials such as cold iron. Similar to Handwraps of Mighty Blows a non-weapon item may be enchanted, but must take up a item slot (i.e. amulet, gloves, etc.) and invested.
Type: +1 spell nexus; Level: 2; Price: 35 gp
This item has a +1 spell potency rune (+1 item bonus to spell attack rolls and DCs)
Type: +1 amplifying spell nexus; Level: 4; Price: 100 gp
This item has a +1 spell potency rune (+1 item bonus to spell attack rolls and DCs) and an amplifying rune (+1 item bonus to spell damage per die)
Type: +2 amplifying spell nexus; Level: 10; Price: 1000 gp
This item has a +2 spell potency rune (+2 item bonus to spell attack rolls and DCs) and an amplifying rune (+1 item bonus to spell damage per die)
Type: +2 greater amplifying spell nexus; Level: 12; Price: 2000 gp
This item has a +2 spell potency rune (+2 item bonus to spell attack rolls and DCs) and a greater amplifying rune (+2 item bonus to spell damage per die)
Type: +3 greater amplifying spell nexus; Level: 16; Price: 10,000 gp
This item has a +3 spell potency rune (+3 item bonus to spell attack rolls and DCs) and a greater amplifying rune (+2 item bonus to spell damage per die)
Type: +3 major amplifying spell nexus; Level: 19; Price: 40,000 gp
This item has a +3 spell potency rune (+3 item bonus to spell attack rolls and DCs) and a major amplifying rune (+3 item bonus to spell damage per die)