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rules:game:items:magical

Magical Items

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.

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 is comparable to what the forge can make, you should report it… you may be rewarded 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.

rules/game/items/magical.txt · Last modified: 2019/03/24 23:15 by Mavrixio