Magical Items: Difference between revisions

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Once you get the components, put them in the forge, with your crafted items and retry to add the properties. The forge should let you process and after some magical operations, your crafted item will be enchanted.
Once you get the components, put them in the forge, with your crafted items and retry to add the properties. The forge should let you process and after some magical operations, your crafted item will be enchanted.
==Power Points==
<div style="display: flex; flex-wrap: wrap; gap: 2em;">
<div>
===Armor Power Points===
{| class="wikitable"
!Name!!Armor Type!!Armor Class (AC)!!Max Dexterity Bonus!!PP
|-
|Cloth||Light||0||-||6
|-
|Padded||Light||1||8||6
|-
|Hide||Light||3||4||7
|-
|Leather||Light||2||6||8
|-
|Breastplate||Medium||5||2||8
|-
|Scale Mail||Medium||4||4||8
|-
|Banded Mail||Heavy||6||1||8
|-
|Half Plate||Heavy||7||1||7
|-
|Full Plate||Heavy||8||1||6
|}
</div>
<div>
=== Accessory Power Points===
{| class="wikitable"
|-
!Item!!PP   
|-
|Amulet||3
|-
|Belt||3   
|-
|Boot||3   
|-
|Bracer||1       
|-
|Cloak||3
|-
|Helm||3       
|-
|Ring||2
|-
|Shield||1       
|}
</div>
<div>
===Simple Melee Weapons===
{| class="wikitable"
!Simple Weapons!!PP
|-
|Assassin's Dagger||4
|-
|Club||6
|-
|Dagger||4
|-
|Chirgical Tool||4
|-
|Goad||6
|-
|Prehistoric Dagger ||4
|-
|Prehistoric Spear||5
|-
|Quarterstaff||7
|-
|Sickle||5
|-
|Spear||5
|-
|Staff (Magic)||10
|-
|Gauntlet (unarmed)||6
|}
</div>
<div>
===Martial Melee Weapons===
{| class="wikitable"
!Martial Weapons!!PP
|-
|Ankus||2
|-
|Battleaxe||4
|-
|Great Axe||5
|-
|Great Sword||5
|-
|Halberd||5
|-
|Handaxe||4
|-
|Heavy Flail||5
|-
|Heavy Mace||5
|-
|Heavy Pick||2
|-
|Light Flail||6
|-
|Light Hammer||6
|-
|Light Mace||5
|-
|Light Pick||2
|-
|Longsword||4
|-
|Maug Doublesword||4
|-
|Maul||5
|-
|Morningstar||5
|-
|Rapier||2
|-
|Sap||6
|-
|Scimitar||2
|-
|Short Spear||4
|-
|Short Sword||4
|-
|Trident||6
|-
|Warhammer||4
|}
</div>
<div>
===Exotic Melee Weapons===
{| class="wikitable"
!Exotic Weapons!!PP
|-
|Bagh Nak||2
|-
|Bastard Sword||4
|-
|Combat Fan||2
|-
|Dire Mace||7
|-
|Double Axe||4
|-
|Double Scimitar||2
|-
|Dwarven Waraxe||4
|-
|Falcion||2
|-
|Kama||2
|-
|Katana||4
|-
|Katar||2
|-
|Kukri ||3
|-
|Nunchaku||6
|-
|Sai||7
|-
|Scythe||3
|-
|Tome (Magic)||10
|-
|Two-Bladed Sword||5
|-
|Whip||6
|-
|Wind Fire Wheel||6
|}
</div>
<div>
===Ranged Weapons & Ammunition===
{| class="wikitable"
!Ranged Weapons!!PP
|-
|Flintlock||2
|-
|Heavy Crossbow||3
|-
|Light Crossbow||3
|-
|Longbow||2
|-
|Shortbow||2
|-
|Sling||2
|}
{| class="wikitable"
!Ammo/Thrown!!PP
|-
|Arrow Maker||5
|-
|Bolt Maker||5
|-
|Bullet Maker||6
|-
|Dart Maker||4
|-
|Flintlock Maker||5
|-
|Shuriken Maker||5
|-
|Throwing Axes||4
|}
</div>
</div>


== Pre-Enchanted Items ==
== Pre-Enchanted Items ==

Revision as of 23:36, 1 December 2023

Sinfar has very specific rules when it comes to what magical power can be found on items. You will never find items with a magical power beyond what is allowed.

The Enchanting Forge

The enchanting forge, located in Sinifer and other main cities, let you add magical property to crafted items. Crafted items can be bought from the travelling merchant in the emporium of Sinifer and also in other main cities.

To enchant a crafted item, you need to put a non-enchanted, crafted items in an enchanting forge and close it. A dialog will let you select the properties that you want to add, but it is restricted.

Each items can accept a certain number of PP (Property Points) and each property cost a certain number of PP. So when you will choose a property, the forge will tell you how much PP it cost and it must be equal or bellow the number of PP left that you can put on the item. This is for balance reasons.

After selecting the properties that you want, you will need to find the required components. The forge tells you what components you will need and how many of them. Components can be looted, but currently not all of them, so there's a merchant next to the forge that sells them.

Once you get the components, put them in the forge, with your crafted items and retry to add the properties. The forge should let you process and after some magical operations, your crafted item will be enchanted.

Power Points

Armor Power Points

Name Armor Type Armor Class (AC) Max Dexterity Bonus PP
Cloth Light 0 - 6
Padded Light 1 8 6
Hide Light 3 4 7
Leather Light 2 6 8
Breastplate Medium 5 2 8
Scale Mail Medium 4 4 8
Banded Mail Heavy 6 1 8
Half Plate Heavy 7 1 7
Full Plate Heavy 8 1 6

Accessory Power Points

Item PP
Amulet 3
Belt 3
Boot 3
Bracer 1
Cloak 3
Helm 3
Ring 2
Shield 1

Simple Melee Weapons

Simple Weapons PP
Assassin's Dagger 4
Club 6
Dagger 4
Chirgical Tool 4
Goad 6
Prehistoric Dagger 4
Prehistoric Spear 5
Quarterstaff 7
Sickle 5
Spear 5
Staff (Magic) 10
Gauntlet (unarmed) 6

Martial Melee Weapons

Martial Weapons PP
Ankus 2
Battleaxe 4
Great Axe 5
Great Sword 5
Halberd 5
Handaxe 4
Heavy Flail 5
Heavy Mace 5
Heavy Pick 2
Light Flail 6
Light Hammer 6
Light Mace 5
Light Pick 2
Longsword 4
Maug Doublesword 4
Maul 5
Morningstar 5
Rapier 2
Sap 6
Scimitar 2
Short Spear 4
Short Sword 4
Trident 6
Warhammer 4

Exotic Melee Weapons

Exotic Weapons PP
Bagh Nak 2
Bastard Sword 4
Combat Fan 2
Dire Mace 7
Double Axe 4
Double Scimitar 2
Dwarven Waraxe 4
Falcion 2
Kama 2
Katana 4
Katar 2
Kukri 3
Nunchaku 6
Sai 7
Scythe 3
Tome (Magic) 10
Two-Bladed Sword 5
Whip 6
Wind Fire Wheel 6

Ranged Weapons & Ammunition

Ranged Weapons PP
Flintlock 2
Heavy Crossbow 3
Light Crossbow 3
Longbow 2
Shortbow 2
Sling 2
Ammo/Thrown PP
Arrow Maker 5
Bolt Maker 5
Bullet Maker 6
Dart Maker 4
Flintlock Maker 5
Shuriken Maker 5
Throwing Axes 4

Pre-Enchanted Items

There's many store across the world that sells various items including already enchanted ones.

Those store should although never provide items as good as what the enchanting forge can produce. If you find an items that are comparable to what the forge can make, you should report it. For example, if you see an item that cast a spell that is not available for free (see below) like ice storm, then this item is not legal... a builder did not respect the restrictions.

Those items can although have unique appearance and can be obtained in a lot of ways like during an event.

Rods

The spells currently available are the following:

Cat's Grace
Bull's Strength
Owl's Wisdom
Fox's Cunning
Endurance
Eagle Splendor
Clarity
Ultravision
See Invisibility
Mage Armor
Death Ward

The dispel DC of rods is equal to 70% of your character level.

Potions

The 'Brew Potions' feat let you create potions from a limited number of spells: spells that are available on rods (see above) and the following ones:

  • Cure and Inflict Wounds Spells
  • Light
  • Dispel Magic

The caster level of enchanted potions is fixed, depending on the spell. It is higher than the caster level on rods. The dispel DC of potions is equal to 75% of your character level.

Wands

The craft wand feat lets you enchant bone wands, with all spells that can be use to brew potions plus the following ones:

  • True Seeing
  • Lesser Spell Breach
  • Endure Elements
  • Resist Elements
  • Protection From Elements
  • Timestop
  • Stoneskin
  • Mordenkainen's Magnificent Mansion
  • Invisibility
  • Negative Energy Protection

Wand have a caster level equal to the caster level from which they have been enchanted. Their dispel DC is also equal to this same caster level. You can only use enchanted wands when you have the ability to cast the spell at the specific level or if you have a Use Magic Device skill of at least (3 x Spell Level + Caster Level)

Scrolls

Scrolls are like an extension to your spell book. They let you cast a spell exactly as if you were casting it from your spell book but without the need to memorize it. You must be able to cast the spell naturally to use a scroll version of the same spell.