Wizards Bonded Item, a blank check for any magic item? It does say no cost...


Rules Questions


I've never read about wizards much in Pathfinder in the PFSRD. Someone recently mentioned that they get a magic item for free. They pointed this line out:

Spoiler:

At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are located here: Familiars.

Wizards who select a bonded object begin play with one at no cost . Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

Are they just saying they get a free masterwork item ((such as a empty charges wand) or do you really get a magic item (like a wand for free with full charges)?

He said this here:

Spoiler:

I'm not even talking about upgrading an item into a Luckblade like [insert dudes name here] thinks; it's a blank check at 1st. If that offends your sensibilities too much, then just get one of the better staffs, or put points in UMD and fish for a Level 4 Paladin/Ranger spell wand. Or get a talking sword.

It's poorly worded but not at all ambiguous, really. If they didn't want you to have magic poop at level 1, they would have either put in a GP cost or said "At level 1 you can only choose a normal masterwork ring, amulet, or weapon". The fact that wands and staffs count without any rider (possibly because of 4e and wizard implements) gives a reasonable idea of intent, and that intent is for a Wizard to get magic poop in exchange for having to hold it all the time in able to cast effectively. They probably thought Sunder/Disarm would ruin the Wizard's day or something.

The FAQ/errata right beside it in the SRD says nothing. It's probably a rules oversight like the Sorcerer Striptease is talking about, but it also allows for somebody to play the "hero with a talking sword" archetype at Level 1.

Do you think he has merit that it is open ended or what?


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Clearly, all wizards may begin play with a bonded ring of wishes at no cost.

...It's a masterwork whatever they got that costs them nothing.


Lets read a little further:

Quote:

A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Liberty's Edge

Maybe reading the whole piece will help you

PRD wrote:

Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

The bolded part list all that the bonded item do unless it is further enchanted.

To sum it up: you get a masterwork item that has special abilities in your hands.

The Exchange

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Starbuck_II wrote:
Are they just saying they get a free masterwork item ((such as a empty charges wand) or do you really get a magic item (like a wand for free with full charges)?

Yup, that's about it - they get a free masterwork 'X', which allows them to cast any spell from their spellbook spontaneously once per day. It detects as magic. The Wizard can also enchant it as if they had the correct Item Creation Feat (without needing that Feat) once they hit the correct level (so a Wizard with an arcane bonded wand can enchant it via Craft Wand, even if he doesn't have that Feat, when he hits level 5). An arcane bond enchanted like that only works for the Wizard it's bonded to - so your wand has 'palmprint recognition security' on it as well. Oh, and it self-repairs too...

... All in all, a pretty good deal.

Dark Archive

Wait what? so I cant take a wizard with bonded item ring of wizardry at level 1 !!!! how lame, this game sux0rz!!!!

But really, you were trying to weasel a magic item at first level with the bonded item ability? I guess I have seen worse.


Lol? Did someone seriously try to start with a bonded wand/ring/staff with free magic shoved in it? Why not take it up to 11 and pay that 1.5 (times 0) multiplier and put everything imaginable onto the ring?

You get a masterwork ring for free. Meaning, you have a shiny ring. Doesn't get to be a ring of something unless you spend the money (and meet the level requirement).

Seeing as Paizo goes through so many hoops to make sure no class starts off with the whole "I've got an item worth 1 birgillion gold a level 1; sell it and buy a dozen smaller but more practical magical items!" scam, I really can't believe anyone could misinterpret that rule and not be definitively classified as a jerk. I mean, look at the gunslinger, and how many clauses are in there to keep you from selling or handing off that firearm.

---

I wish there was more freedom in what the bonded object could be, but I guess the limits are necessary to keep from abuse. My wizard has a magic pen, which I have classified as a ring simply so I can make the somatic gestures with my pen/hand.

Liberty's Edge

Never having considered a bonded item before, I guess the question then is, when you do enchant your bonded item at the appropriate level, meeting the prerequisites, do you then have to pay the gold cost associated with making that item? Sure would suck to have a DM break or otherwise deprive you of your item after sinking your nest egg into it.


There is nothing in the Bonded Item rules about getting the enhancements for free - so you have to pay for it. How often does your GM Sunder/steal items?

Liberty's Edge

David Thomassen wrote:
There is nothing in the Bonded Item rules about getting the enhancements for free - so you have to pay for it. How often does your GM Sunder/steal items?

Not often, but it happens.


Aspasia de Malagant wrote:
David Thomassen wrote:
There is nothing in the Bonded Item rules about getting the enhancements for free - so you have to pay for it. How often does your GM Sunder/steal items?
Not often, but it happens.

He could also kill your familiar or just burn your spell book.

The big advantage with the bonded item is that one freebie spell that can be anything in your spell book. Wizards are all about being prepared and having a arsenal of scrolls, wands and magic trinkets. It turns those "Oh I wish I had that prepared" moment into a "HAHA!"

Enchanting your bonded item is just kind of dumb IMO. The cost and what not isn't the issue, it's the number of days you take your bonded item out of commission to enchant it. Oh neat, you can turn your bonded ring into a bonded ring of wizardry... by spending 10,000 gold and losing your ability to competently cast anything for 20 days.

If you're playing a module... that's probably insane to even do that minor upgrade. If you're playing an homebrewed story, what wizard in his right mind would castrate his most essential tool? I wouldn't feel safe at all the whole time I was working on it. God help you if you botch and make your bonded object a cursed item and can't even drop it.

The Exchange

Aspasia de Malagant wrote:
Sure would suck to have a DM break or otherwise deprive you of your item after sinking your nest egg into it.

Lucky it auto-heals damage every time you prepare spells then.

Liberty's Edge

Sekret_One wrote:

Enchanting your bonded item is just kind of dumb IMO. The cost and what not isn't the issue, it's the number of days you take your bonded item out of commission to enchant it. Oh neat, you can turn your bonded ring into a bonded ring of wizardry... by spending 10,000 gold and losing your ability to competently cast anything for 20 days.

If you're playing a module... that's probably insane to even do that minor upgrade. If you're playing an homebrewed story, what wizard in his right mind would castrate his most essential tool? I wouldn't feel safe at all the whole time I was working on it. God help you if you botch and make your bonded object a cursed item and can't even drop it.

What makes you come to that conclusion? No where does it state you can't use said item nor does it say you waste material if you decide to pause your crafting. In fact only through house rules that the item cease to function. You can even fluff it stating that you're just casting augmented version of the spell using unique material components to make permanent.


The only thing that makes me wonder about that is this line here:

Quote:
If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand.

So you can make a charged wand your bonded item, but how do you get such a thing at first level? I see later it says that when you replace a lost or broken item, you can make an existing magic item your bonded item.

In short, it's poorly written. Rule 0 applies.

Liberty's Edge

Pol Mordreth wrote:

The only thing that makes me wonder about that is this line here:

Quote:
If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand.

So you can make a charged wand your bonded item, but how do you get such a thing at first level? I see later it says that when you replace a lost or broken item, you can make an existing magic item your bonded item.

In short, it's poorly written. Rule 0 applies.

Nah you just have a wand w/o magical abilities.


If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

So you don't get a funtional Wand at First Level. You have a choice of using a stick (Your teachers old wand) or swicthing to it once purchased. At 5th level you will be able to charge the wand.


David Thomassen wrote:


So you don't get a funtional Wand at First Level. You have a choice of using a stick (Your teachers old wand) or swicthing to it once purchased. At 5th level you will be able to charge the wand.

Masterwork stick remember (basically a club).

Sczarni RPG Superstar 2013 Top 32

Starbuck_II wrote:
Masterwork stick remember (basically a club).

It's a bat!


Suzaku wrote:


What makes you come to that conclusion? No where does it state you can't use said item nor does it say you waste material if you decide to pause your crafting. In fact only through house rules that the item cease to function.

No idea... I'm trying to find the rule but it looks like I just got confused (does strike me as odd, considering the delicate nature of the enchanting process, that one could take a half imbued sword and wail on something with no concerns).

You lock up any spells that are being used as components, and you can't work on any other magic items until you're done. That appears to be it- nothing that explicitly says the item being enchanted can't be used while it's worked on.

Suzaku wrote:


You can even fluff it stating that you're just casting augmented version of the spell using unique material components to make permanent.

I honestly do not know what you're talking about here. Maybe I'm being dense.

Pol Mordreth wrote:


So you can make a charged wand your bonded item, but how do you get such a thing at first level?

Loot. Coming out of the gate with one, however, it's a nice stick.

Liberty's Edge

Sekret_One wrote:


I honestly do not know what you're talking about here. Maybe I'm being dense.

I was trying to saying you can fluff the magic item creation by saying you're augmenting the way you cast the spell so that the effect remains perminate, and the materials used could be explained as material components of the augmented spell.

The Exchange

I guess if you absolutely wanted a 'charged' wand as an arcane bonded item at level one you could take the Rich Parents trait, buy a wand of [cantrip] or [level 1 spell] and choose that as an arcane bond; but otherwise, yeah, it's a masterwork drumstick / backscratcher / yad / thing for pointing with.


How exactly do the rules work in society games? Do I just pay the creation cost once I meet the level requirements? My specific question is in regards to the PRC hellknight signifer. At the signifer's 1st level he gains a mask that takes up a head slot. It gives you some minor bonuses and for only 500 gp I can convert it into my bonded object. If I meet the caster level requirements can I have this mask function as any wonderous item that fits in the head slot? If so how twisted would it be to have a hellknight mask that can function as a crown of heaven. I could be completely wrong on how this works though so help would be appreciated.


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Holy thread necro, Batman!


Hayden Rasch wrote:
How exactly do the rules work in society games? Do I just pay the creation cost once I meet the level requirements? My specific question is in regards to the PRC hellknight signifer. At the signifer's 1st level he gains a mask that takes up a head slot. It gives you some minor bonuses and for only 500 gp I can convert it into my bonded object. If I meet the caster level requirements can I have this mask function as any wonderous item that fits in the head slot? If so how twisted would it be to have a hellknight mask that can function as a crown of heaven. I could be completely wrong on how this works though so help would be appreciated.

Creation cost and fame requirements(of the price, not cost). So sure, you can turn your Bonded Object into a Crown of Heaven by paying 75,000 gp... but you have to wait until you have 67 fame to do so.


Let me get this straight...

You are in the middle of campaign and you die... you lose you bond with your item, you lose you extra spell per day and you have to role a check every time you cast a spell until you get back to town wait 7 days to perform the ritual? That seems a bit excessive as compared to losing your familiar?


Pathfinder Adventure Path, Lost Omens Subscriber
Adokas wrote:

Let me get this straight...

You are in the middle of campaign and you die... you lose you bond with your item, you lose you extra spell per day and you have to role a check every time you cast a spell until you get back to town wait 7 days to perform the ritual? That seems a bit excessive as compared to losing your familiar?

You won't be doing much casting while dead...

But, no, you don't lose your bonded item when you die unless it breaks or is physically lost in the events that caused or followed your death.


How do you explain the following then?

"The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type."

As it is written it looks like you lose the arcane bond... am I reading this wrong?


Pathfinder Roleplaying Game Superscriber

While dead...


So you are saying
"If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item."

A wizard will not have to make a concentration check when he is resurrected to restore the arcane bond? The arcane bond is automatically re-established when he comes back to life?


This seems to be a gray area?


It's not...


So, If I die and I am brought back to life and still have my bonded item, it will revert back and I don't have to make a concentration check? I hope this is the case. No Ritual, no waiting, etc. Only when you lose it or its destroyed. As you can tell I am a bit of novice.

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