Magical Items

From Sinfar
Revision as of 16:39, 27 June 2026 by TorturedCats (talk | contribs) (Added weapon enchantments, scrolls, wands info)


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

Enchanting Forge
How crafted items are enchanted.

Power 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. Higher PP means more room for forge properties.

Armor Power Points

Armor Name Armor Type Armor Class Max Dexterity Bonus PP
ClothLight0-6
PaddedLight186
HideLight347
LeatherLight268
BreastplateMedium528
Scale MailMedium448
Banded MailHeavy618
Half PlateHeavy717
Full PlateHeavy816

Accessory Power Points

Item PP Item PP
Amulet3Helm3
Belt3Ring2
Boot3Buckler and Shield3
Bracer1Tower Shield4
Cloak3

Simple Melee Weapons

Weapon NamePP Weapon NamePP
Assassin's Dagger4Goad6
Chirurgical Tool4Quarterstaff7
Club6Sickle5
Dagger4Spear5
Dagger, Prehistoric4Spear, Prehistoric5
Gauntlet (unarmed)6Staff (Magic)10

Martial Melee Weapons

Weapon NamePP Weapon NamePP
Ankus2Light Pick2
Battleaxe4Longsword4
Great Axe5Maug Doublesword4
Great Sword5Maul5
Halberd5Morningstar5
Handaxe4Rapier2
Heavy Flail5Sap6
Heavy Mace5Scimitar2
Heavy Pick2Short Spear4
Light Flail6Short Sword4
Light Hammer6Trident6
Light Mace5Warhammer4

Exotic Melee Weapons

Weapon NamePP Weapon NamePP
Bagh Nak2Katana4
Bastard Sword4Katar2
Combat Fan2Kukri3
Dire Mace7Nonchaku6
Double Axe4Sai7
Double Scimitar2Scythe3
Dwarven Waraxe4Tome (Magic)10
Falchion2Two-Bladed Sword5
Kama2Whip6
Wind Fire Wheel6

Ranged Weapons & Ammunition

Ranged Weapons
Flintlock2
Heavy Crossbow3
Light Crossbow3
Longbow2
Shortbow2
Sling2
Ammo / Thrown
Arrow Maker5
Bolt Maker5
Bullet Maker6
Dart Maker4
Flintlock Maker5
Shuriken Maker5
Throwing Axes4

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+124
Armor Class+1+51
Damage Reduction7/+57/+106
Elemental Damage Resistance5408
Haste2
Immunity: Knockdown5
Regeneration+1+88
Saving Throw+4+205
Skill Bonus (Concentration or Discipline)+6+488
Spell Resistance10305

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+62
Elemental Damage Bonus+1d4+1d123
Physical Damage Bonus+3+2d86
Positive Damage Bonus+11010
Keen2
Massive Criticals+2d6+2d122
Mighty+3+200
Vampiric Regeneration+1+77
Spell Focus5
Bonus Spell Slots, Wizard2
Bonus Spell Slots, Other4

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

  • 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.