Magical Items

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Revision as of 14:57, 22 June 2026 by TorturedCats (talk | contribs) (Refit Magical Items page with uploaded forge reference images replacing PP and enchantment tables.)


MAGICAL ITEMS

Enchanting rules, Property Points, craftable gear limits, potions, wands, and scrolls.

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.

This also means you can be more versatile in your weapon choice as a Weapon Master, swapping between a regular spear or a short spear with a shield without losing your class bonuses.

Sinfar magical forge

Enchanting forge concept reference.

Quick Index

Enchanting Forge
How crafted items are enchanted.

Property Points
PP capacity for armor, accessories, weapons, and ammunition.

Item Properties
Armor, accessory, and weapon enchantment costs.

Potions, Wands & Scrolls
Crafted consumables and spell item rules.

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.

Power Points

Property Points, or PP, define how much magical power can be added to a crafted item. The following references show the PP capacity for armor, accessories, craftable weapons, ranged weapons, ammunition, and thrown items.

Armor & Accessory Power Points

Sinfar armor and accessory power point reference

Armor and accessory PP capacity reference.

Weapon Power Points

Sinfar craftable weapons power point reference

Craftable weapon, ranged weapon, ammunition, and thrown item PP reference.

Item Properties

Using the PP references above, the following properties can be added to different items. Some properties are specific to armor and accessories, while others apply to crafted weapons and spell tools.

Armor & Accessory Enchantments

Sinfar armor and accessory enchantment reference

Armor and accessory property cost reference.

Weapon Enchantments

Sinfar weapon enchantment reference

Weapon property cost reference.
Custom Weapon Feat Notes
  • Assassin's Dagger: Uses Dagger for weapon focus feats, including for Weapon Master.
  • Chirurgical Tool: Uses Sickle for weapon focus feats, including for Weapon Master.
  • Goad: Uses Spear for weapon focus feats, including for Weapon Master.
  • Ankus: Uses Warhammer for weapon focus feats, including for Weapon Master.
  • Heavy Mace: Uses Light Mace for weapon focus feats, including for Weapon Master.
  • Heavy Pick: Uses Warhammer for weapon focus feats, including for Weapon Master.
  • Light Pick: Uses Light Hammer for weapon focus feats, including for Weapon Master.
  • Maug Doublesword: Uses Longsword for weapon focus feats, including for Weapon Master.
  • Maul: Uses Warhammer for weapon focus feats, including for Weapon Master.
  • Sap: Uses Sling for weapon focus feats, including for Weapon Master.
  • Bagh Nak: Uses Kama for weapon focus feats, including for Weapon Master.
  • Double Scimitar: Uses Scimitar for weapon focus feats, including for Weapon Master.
  • Falchion: Uses Scimitar for weapon focus feats, including for Weapon Master.
  • Katar: Uses Kama for weapon focus feats, including for Weapon Master.
  • Nonchaku: Uses Morningstar for weapon focus feats, including for Weapon Master.
  • Sai: Uses Dagger for weapon focus feats, including for Weapon Master.
  • Wind Fire Wheel: Uses Bastard Sword for weapon focus feats, including for Weapon Master.
  • Flintlock: Uses Crossbow for weapon focus feats, including for Weapon Master.

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
  • 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.