Magical Items

From Sinfar
Gameplay systems · Forge reference
Magical Items

Find an item’s Property Points, compare enchantment costs, and check the rules before you forge.

Enchant once. Once an item has been enchanted, only its appearance can be changed. Choose all properties before committing. Read the full forge procedure.

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.

There are also numerous Custom Weapons available from the Sinfar haks. These are added in such a way that they can still be used by Weapon Masters or with Weapon Focus feats despite no custom feats being added for them, as they will work with pre-existing feats instead.

Item capacity

Property Points or PP define how much magical power can be added to a crafted item. Higher PP means more room for forge properties.

Armor Power Points

ArmorTypeArmor ClassMax Dexterity BonusPP
ClothTypeLightArmor Class0Max Dexterity Bonus-PP6
PaddedTypeLightArmor Class1Max Dexterity Bonus8PP6
LeatherTypeLightArmor Class2Max Dexterity Bonus6PP7
HideTypeLightArmor Class3Max Dexterity Bonus4PP8
BreastplateTypeMediumArmor Class5Max Dexterity Bonus2PP8
Scale MailTypeMediumArmor Class4Max Dexterity Bonus4PP8
Banded MailTypeHeavyArmor Class6Max Dexterity Bonus1PP8
Half PlateTypeHeavyArmor Class7Max Dexterity Bonus1PP7
Full PlateTypeHeavyArmor Class8Max Dexterity Bonus1PP6

Accessory Power Points

ItemPP
AmuletPP3
BeltPP3
BootPP3
BracerPP1
Buckler and ShieldPP3
ItemPP
CloakPP3
HelmPP3
RingPP2
Tower ShieldPP4

Simple Melee Weapons

ItemPP
Assassin's DaggerPP4
Chirurgical ToolPP4
ClubPP6
DaggerPP4
Dagger, PrehistoricPP4
Gauntlet (unarmed)PP6
ItemPP
QuarterstaffPP7
SicklePP5
SpearPP5
Spear, PrehistoricPP5
Staff (Magic)PP10

Martial Melee Weapons

ItemPP
AnkusPP2
BattleaxePP4
GoadPP6
Great AxePP5
Great SwordPP5
HalberdPP5
HandaxePP4
Heavy FlailPP5
Heavy MacePP5
Heavy PickPP2
Light FlailPP6
Light HammerPP6
Light MacePP5
ItemPP
Light PickPP2
LongswordPP4
Maug DoubleswordPP4
MaulPP5
MorningstarPP5
RapierPP2
SapPP6
ScimitarPP2
Short SpearPP4
Short SwordPP4
TridentPP6
WarhammerPP4

Exotic Melee Weapons

ItemPP
Bagh NakPP2
Bastard SwordPP4
Combat FanPP2
Dire MacePP7
Double AxePP4
Double ScimitarPP2
Dwarven WaraxePP4
FalchionPP2
KamaPP2
KatanaPP4
ItemPP
KatarPP2
KukriPP3
NonchakuPP6
SaiPP7
ScythePP3
Tome (Magic)PP10
Two-Bladed SwordPP5
WhipPP6
Wind Fire WheelPP6

Ranged Weapons

ItemPP
FlintlockPP2
Heavy CrossbowPP3
Light CrossbowPP3
ItemPP
LongbowPP2
ShortbowPP2
SlingPP2

Ammunition and Thrown Weapons

ItemPP
Arrow MakerPP5
Bolt MakerPP5
Bullet MakerPP6
Dart MakerPP4
ItemPP
Flintlock MakerPP5
Shuriken MakerPP5
Throwing AxesPP4

Enchantment costs

Using the above tables, the following properties can be added to different items, classed into Armour and Accessory properties or Weapon Properties. Some weapon properties are for melee and ammo only while others are ranged only.

Read the forge notes with each chart: several properties have free tiers or special costs rather than a uniform cost per step.

Armour and Accessory Properties

EnchantmentBonus per PPMax BonusPP Usage at Max
Ability BonusBonus per PP+3Max Bonus+12PP Usage at Max4
Armor ClassBonus per PP+1Max Bonus+5PP Usage at Max1
Damage ReductionBonus per PP7/+5Max Bonus7/+10PP Usage at Max6
Elemental Damage ResistanceBonus per PP5Max Bonus40PP Usage at Max8
HasteBonus per PP—Max Bonus—PP Usage at Max2
Immunity: KnockdownBonus per PP—Max Bonus—PP Usage at Max5
RegenerationBonus per PP+1Max Bonus+8PP Usage at Max8
Saving ThrowBonus per PP+4Max Bonus+20PP Usage at Max5
Skill Bonus (Concentration or Discipline)Bonus per PP+6Max Bonus+48PP Usage at Max8
Spell ResistanceBonus per PP10Max Bonus30PP Usage at Max5

Armour and Accessory Forge Notes: Armor Class +1, +2 and +3 cost 0 PP; +4 and +5 both cost 1 PP. Haste and Immunity: Knockdown are always applied at max power. Spell Resistance +10 costs 0 PP, then +1 PP per 4 extra SR.

Weapon Properties

EnchantmentBonus per PPMax BonusPP Usage at Max
Attack/Enhancement BonusBonus per PP+1Max Bonus+6PP Usage at Max2
Elemental Damage BonusBonus per PP+1d4Max Bonus+1d12PP Usage at Max3
Physical Damage BonusBonus per PP+3Max Bonus+2d8PP Usage at Max6
Positive Damage BonusBonus per PP+1Max Bonus10PP Usage at Max10
KeenBonus per PP—Max Bonus—PP Usage at Max2
Massive CriticalsBonus per PP+2d6Max Bonus+2d12PP Usage at Max2
MightyBonus per PP+3Max Bonus+20PP Usage at Max0
Vampiric RegenerationBonus per PP+1Max Bonus+7PP Usage at Max7
Spell FocusBonus per PP—Max Bonus—PP Usage at Max5
Bonus Spell Slots, WizardBonus per PP—Max Bonus—PP Usage at Max2
Bonus Spell Slots, OtherBonus per PP—Max Bonus—PP Usage at Max4

Weapon Forge Notes: Attack/Enhancement Bonus +1 to +4 cost 0 PP, then +1 PP per level after that. Physical Damage Bonus starts at +3 for 2 PP, +1d8 for 3 PP, +6 for 4 PP, and +2d8 for 6 PP. Positive Damage Bonus gives +1 damage per PP except 5 PP = +2d4, 7 PP = +2d6, and 9 PP = +2d8. Keen is always at max power. Mighty always costs 0 PP.

Spell Tool Notes: Spell Focus costs 5 PP per school added. Wizard bonus spell slots of levels 0–5 cost 1 PP each and levels 6–9 cost 2 PP each. Other caster bonus spell slots of levels 0–2 cost 1 PP each, levels 3–5 cost 2 PP, levels 6–8 cost 3 PP, and level 9 costs 4 PP.

The Enchanting Forge

The enchanting forge, located in Sinifer and other main cities, lets you add magical properties 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:

  1. Put a non-enchanted crafted item in an enchanting forge and close it.
  2. Use the dialog to select the properties you want to add.
  3. Each item can accept a certain number of PP — Property Points.
  4. Each property costs a certain amount of PP.
  5. The selected property must cost equal to or below the remaining PP available on the item.
  6. Gather the required components listed by the forge.
  7. Put the components and crafted item into the forge.
  8. Retry the enchantment process.

Important: Once an item has been enchanted once, it can never be modified again except for its appearance. Add all properties you want the first time, or you will need to reacquire the components and enchant a new item.

Components inside bags are counted normally. You do not need to add each item individually.

Custom Weapon Feat Notes

These custom weapons use the following existing weapon focus feats, including for Weapon Master.

Custom weaponUses feats for
AnkusUses feats forWarhammer
Assassin's DaggerUses feats forDagger
Bagh NakUses feats forKama
Chirurgical ToolUses feats forSickle
Double ScimitarUses feats forScimitar
FalchionUses feats forScimitar
FlintlockUses feats forCrossbow
GoadUses feats forSpear
Heavy MaceUses feats forLight Mace
Heavy PickUses feats forWarhammer
KatarUses feats forKama
Light PickUses feats forLight Hammer
Maug DoubleswordUses feats forLongsword
MaulUses feats forWarhammer
NonchakuUses feats forMorningstar
SaiUses feats forDagger
SapUses feats forSling
Wind Fire WheelUses feats forBastard Sword

Pre-Enchanted Items

There are many stores across the world that sell various items, including already enchanted ones.

Those stores should never provide items as good as what the enchanting forge can produce. If you find any items that are comparable to what the forge can make, you should report it.

For example, if you see an item that casts a spell that is not available for potions, such as Ice Storm, then this item is not legal.

Custom and pre-enchanted items may have unique appearances, some of which may only be obtainable inside dungeons or from various events.

Potions, Wands & Scrolls

Potions


The Brew Potions feat lets you create potions from a limited number of spells:

  • Cat's Grace
  • Bull's Strength
  • Owl's Wisdom
  • Fox's Cunning
  • Endurance
  • Eagle Splendor
  • Clarity
  • Ultravision
  • Negative Energy Protection
  • See Invisibility
  • Mage Armor
  • Death Ward
  • Cure and Inflict Wounds Spells
  • Light
  • Dispel Magic

The caster level of enchanted potions is fixed, depending on the spell. 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 available to Brew Potions, plus:

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

Wands 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.

To use enchanted wands, you must be able to cast the spell at the specific level or have Use Magic Device 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.