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.
Quick Index
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Enchanting Forge |
Power Points |
Item Properties |
Potions, Wands & Scrolls |
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:
- Put a non-enchanted crafted item in an enchanting forge and close it.
- Use the dialog to select the properties you want to add.
- Each item can accept a certain number of PP — Property Points.
- Each property costs a certain amount of PP.
- The selected property must cost equal to or below the remaining PP available on the item.
- Gather the required components listed by the forge.
- Put the components and crafted item into the forge.
- 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. Higher PP means more room for forge properties.
Armor Power Points
| Armor Name | Armor Type | Armor Class | 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 | Item | PP |
|---|---|---|---|
| Amulet | 3 | Helm | 3 |
| Belt | 3 | Ring | 2 |
| Boot | 3 | Buckler and Shield | 3 |
| Bracer | 1 | Tower Shield | 4 |
| Cloak | 3 |
Simple Melee Weapons
| Weapon Name | PP | Weapon Name | PP |
|---|---|---|---|
| Assassin's Dagger | 4 | Goad | 6 |
| Chirurgical Tool | 4 | Quarterstaff | 7 |
| Club | 6 | Sickle | 5 |
| Dagger | 4 | Spear | 5 |
| Dagger, Prehistoric | 4 | Spear, Prehistoric | 5 |
| Gauntlet (unarmed) | 6 | Staff (Magic) | 10 |
Martial Melee Weapons
| Weapon Name | PP | Weapon Name | PP |
|---|---|---|---|
| Ankus | 2 | Light Pick | 2 |
| Battleaxe | 4 | Longsword | 4 |
| Great Axe | 5 | Maug Doublesword | 4 |
| Great Sword | 5 | Maul | 5 |
| Halberd | 5 | Morningstar | 5 |
| Handaxe | 4 | Rapier | 2 |
| Heavy Flail | 5 | Sap | 6 |
| Heavy Mace | 5 | Scimitar | 2 |
| Heavy Pick | 2 | Short Spear | 4 |
| Light Flail | 6 | Short Sword | 4 |
| Light Hammer | 6 | Trident | 6 |
| Light Mace | 5 | Warhammer | 4 |
Exotic Melee Weapons
| Weapon Name | PP | Weapon Name | PP |
|---|---|---|---|
| Bagh Nak | 2 | Katana | 4 |
| Bastard Sword | 4 | Katar | 2 |
| Combat Fan | 2 | Kukri | 3 |
| Dire Mace | 7 | Nonchaku | 6 |
| Double Axe | 4 | Sai | 7 |
| Double Scimitar | 2 | Scythe | 3 |
| Dwarven Waraxe | 4 | Tome (Magic) | 10 |
| Falchion | 2 | Two-Bladed Sword | 5 |
| Kama | 2 | Whip | 6 |
| Wind Fire Wheel | 6 |
Ranged Weapons & Ammunition
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Ranged Weapons
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Ammo / Thrown
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Item Properties
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.
Armour and Accessory Properties
| Enchantment | Bonus per PP | Max Bonus | PP Usage at Max |
|---|---|---|---|
| Ability Bonus | +3 | +12 | 4 |
| Armor Class | +1 | +5 | 1 |
| Damage Reduction | 7/+5 | 7/+10 | 6 |
| Elemental Damage Resistance | 5 | 40 | 8 |
| Haste | — | — | 2 |
| Immunity: Knockdown | — | — | 5 |
| Regeneration | +1 | +8 | 8 |
| Saving Throw | +4 | +20 | 5 |
| Skill Bonus (Concentration or Discipline) | +6 | +48 | 8 |
| Spell Resistance | 10 | 30 | 5 |
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
| Enchantment | Bonus per PP | Max Bonus | PP Usage at Max |
|---|---|---|---|
| Attack/Enhancement Bonus | +1 | +6 | 2 |
| Elemental Damage Bonus | +1d4 | +1d12 | 3 |
| Physical Damage Bonus | +3 | +2d8 | 6 |
| Positive Damage Bonus | +1 | 10 | 10 |
| Keen | — | — | 2 |
| Massive Criticals | +2d6 | +2d12 | 2 |
| Mighty | +3 | +20 | 0 |
| Vampiric Regeneration | +1 | +7 | 7 |
| Spell Focus | — | — | 5 |
| Bonus Spell Slots, Wizard | — | — | 2 |
| Bonus Spell Slots, Other | — | — | 4 |
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.
Custom Weapon Feat Notes
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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
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Potions
The Brew Potions feat lets you create potions from a limited number of spells:
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:
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: |
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. |