Weapons
In general:
- Weapon damage has been normalized across proficiency levels.
- Weapon size only factors into the Simple Weapon Mastery and Single Weapon Fighting feats.
- Weapons all possess 20/x2 critical range and multiplier.
- Weapon Proficiency: Exotic, Weapon Focus, and Weapon Specialization feats have been removed. See the 'Combat Style' line of feats for their replacements.
These changes were made to encourage weapon variety, rather than some weapons being flatly inferior to others. Combat Styles replace the individual weapon-specific feats, and work with all applicable weapons.
| Simple Melee | ||||||
|---|---|---|---|---|---|---|
| Name | Damage | Critical Range | Critical Multiplier | Damage Type | Size | Other |
| Dagger | 1d6 | 20 | x2 | Piercing | Tiny | Finesse |
| Handaxe | 1d6 | 20 | x2 | Slashing | Small | Finesse |
| Kama | 1d6 | 20 | x2 | Slashing | Small | Finesse |
| Mace | 1d6 | 20 | x2 | Bludgeoning | Small | Finesse |
| Sickle | 1d6 | 20 | x2 | Slashing | Small | Finesse |
| Club | 1d6 | 20 | x2 | Bludgeoning | Medium | |
| Heavy Mace | 1d6 | 20 | x2 | Bludgeoning | Medium | |
| Quarterstaff | 1d8 | 20 | x2 | Bludgeoning | Large | Finesse |
| Spear | 1d8 | 20 | x2 | Piercing | Large | Finesse |
| Simple Ranged | ||||||
|---|---|---|---|---|---|---|
| Name | Damage | Critical Range | Critical Multiplier | Damage Type | Size | Other |
| Throwing Dagger | 1d6 | 20 | x2 | Piercing | Tiny | |
| Sling | 1d6 | 20 | x2 | Bludgeoning | Small | |
| Light Crossbow | 2d8 | 20 | x2 | Piercing | Small | |
| Shortbow | 1d6 | 20 | x2 | Piercing | Medium | |
| Gauntlets | ||||||
|---|---|---|---|---|---|---|
| Name | Damage | Critical Range | Critical Multiplier | Damage Type | Size | Other |
| Gauntlets | 1d8 | 20 | x2 | Bludgeoning | Small | Finesse, Requires Improved Unarmed Strike |
| Great-Gauntlets | 2d6 | 20 | x2 | Bludgeoning | Large | Finesse, Requires Improved Unarmed Strike |
| Martial Melee | ||||||
|---|---|---|---|---|---|---|
| Name | Damage | Critical Range | Critical Multiplier | Damage Type | Size | Other |
| Kukri | 1d8 | 20 | x2 | Slashing | Tiny | Finesse |
| Shortsword | 1d8 | 20 | x2 | Piercing | Small | Finesse |
| Light Hammer | 1d8 | 20 | x2 | Bludgeoning | Small | Finesse |
| Whip | 1d8 | 20 | x2 | Slashing | Small | Finesse, Cannot be used in Off-Hand |
| Battleaxe | 1d8 | 20 | x2 | Slashing | Medium | |
| Light Flail | 1d8 | 20 | x2 | Bludgeoning | Medium | |
| Longsword | 1d8 | 20 | x2 | Slashing | Medium | Finesse |
| Rapier | 1d8 | 20 | x2 | Piercing | Medium | Finesse |
| Scimitar | 1d8 | 20 | x2 | Slashing | Medium | Finesse |
| Warhammer | 1d8 | 20 | x2 | Bludgeoning | Medium | |
| Morningstar | 1d8 | 20 | x2 | Piercing | Medium | Cannot be used in Off-Hand |
| Bastard Sword | 1d8 | 20 | x2 | Slashing | Medium | |
| Katana | 1d8 | 20 | x2 | Slashing | Medium | Finesse |
| Dwarven Waraxe | 1d8 | 20 | x2 | Slashing | Medium | |
| Greataxe | 2d6 | 20 | x2 | Slashing | Large | |
| Greatsword | 2d6 | 20 | x2 | Slashing | Large | |
| Halberd | 2d6 | 20 | x2 | Slashing | Large | |
| Heavy Flail | 2d6 | 20 | x2 | Bludgeoning | Large | |
| Maul | 2d6 | 20 | x2 | Bludgeoning | Large | |
| Trident | 2d6 | 20 | x2 | Piercing | Large | |
| Martial Ranged | ||||||
|---|---|---|---|---|---|---|
| Name | Damage | Critical Range | Critical Multiplier | Damage Type | Size | Other |
| Shuriken | 1d8 | 20 | x2 | Piercing | Tiny | |
| Throwing Axe | 1d8 | 20 | x2 | Slashing | Small | |
| Heavy Crossbow | 2d10 | 20 | x2 | Piercing | Medium | |
| Longbow | 1d8 | 20 | x2 | Piercing | Large | |
| Mystic | ||||||
|---|---|---|---|---|---|---|
| Name | Damage | Critical Range | Critical Multiplier | Damage Type | Size | Other |
| Casting Gauntlet | 1d4 | 20 | x2 | Bludgeoning | Small | Finesse |
| Tome | 1d4 | 20 | x2 | Bludgeoning | Medium | |
| Mystic Staff | 1d6 | 20 | x2 | Bludgeoning | Medium | |
Armor
In general:
- Arcane spell failure from armor does not exist.
- The combination of Base Armor AC + Dexterity Modifier Bonus cannot exceed 10.
- Shields all grant +2 AC and weigh 6.0 lbs, regardless of type. The types exist for cosmetic categorisation only.
| Light Armor | |||||
|---|---|---|---|---|---|
| Name | Base AC | Max Dex Modifier | Armor Check Penalty | Arcane Spell Failure | Weight |
| None | 0 | 10 | 0 | 0% | 1.0 lbs |
| Padded Armor | 1 | +9 | -1 | 0% | 5.0 lbs |
| Leather Armor | 2 | +8 | -2 | 0% | 10.0 lbs |
| Studded Leather Armor | 3 | +7 | -3 | 0% | 15.0 lbs |
| Medium Armor | |||||
|---|---|---|---|---|---|
| Name | Base AC | Max Dex Modifier | Armor Check Penalty | Arcane Spell Failure | Weight |
| Chain Shirt | 4 | +6 | -4 | 0% | 20.0 lbs |
| Chainmail Coat | 5 | +5 | -5 | 0% | 25.0 lbs |
| Breastplate | 6 | +4 | -6 | 0% | 30.0 lbs |
| Heavy Armor | |||||
|---|---|---|---|---|---|
| Name | Base AC | Max Dex Modifier | Armor Check Penalty | Arcane Spell Failure | Weight |
| Splintmail Coat | 7 | +3 | -7 | 0% | 35.0 lbs |
| Half Plate | 8 | +2 | -8 | 0% | 40.0 lbs |
| Full Plate | 9 | +1 | -9 | 0% | 45.0 lbs |
| Shields | ||||
|---|---|---|---|---|
| Name | Base AC | Armor Check Penalty | Arcane Spell Failure | Weight |
| Buckler | 2 | 0 | 0% | 6.0 lbs |
| Large Shield | 2 | 0 | 0% | 6.0 lbs |
| Tower Shield | 2 | 0 | 0% | 6.0 lbs |
| Shield Gauntlet | 2 | 0 | 0% | 6.0 lbs |
AC Types
Any AC an item grants, including its Core Bonus, is applied as one of the AC types below, decided by the kind of item it is. AC of the same type does not stack, including Dodge from equipment/spells - only the largest applies - so the type an item uses determines what it competes with. Dodge AC from sources other than equipment and spells stacks as usual.
| AC Type | Item Types |
|---|---|
| Armour Enchantment | Armour, Helmet |
| Natural | Amulet, Ring |
| Deflection | Belt, Bracers |
| Dodge | Boots, Cloak |
Scar-touched Items
The items and equipment produced by Forging Seeds are generated with random positive and negative properties, and can be tailored to your character using XP and Orbs.

Examining a scar-touched item opens its item panel, displaying its Power, Disruption, Capacity, Weight, and every property the item holds. From this menu you may mould the item to fit your needs.
Power, Disruption, and Capacity
Power is the item's overall strength. It determines the item's Core Bonus, raises the strength of its Intrinsic properties, qualifies for Extrinsic properties the item is allowed to hold, and feeds its Capacity.
Disruption represents the item's latent instability. It fills Disrupted slots with negative properties, and subtracts directly from Capacity. On a freshly generated item, Disruption can never exceed 2/3 of Power.
Capacity is the available budget for extra Extrinsic slots and properties:
Capacity = Power - Disruption - (10 x each extra Extrinsic slot created)
Raising Power raises Capacity, lowering Disruption raises Capacity, and creating an additional Extrinsic slot costs 10 Capacity for as long as that slot exists.
Slots
Every scar-touched item has three separate kinds of slot. They do not compete with one another.
| Slot type | How many | Notes |
|---|---|---|
| Intrinsic | 1 to 3, successively rarer | Chosen at the highest rank the item's Power allows, and they upgrade automatically as Power rises. They cannot be changed or removed. |
| Extrinsic | 1 to 4 free at generation, successively rarer | The mutable properties. Created at generation or filled with an Orb of Potential or an Orb of Extrinsics, and may be removed from the item panel. Each additional slot costs 10 Capacity. |
| Disrupted | 0 if Disruption is 0, otherwise [1 + Disruption/10] | Filled with negative properties drawn from the Disrupted table. |
A new Extrinsic slot can be created while the item has at least 10 spare Capacity. An empty Extrinsic slot can be destroyed to return that 10 Capacity, down to a minimum of one slot.
The number of Extrinsic slots an item was generated with is shown separately from its current total, both on the item panel and in the item's own description. Slots you create or destroy never change it.
Core Bonuses
Every item has a Core Bonus equal to one point per 10 Power, to a maximum of +5. It occupies no slot and costs no Capacity.
- Weapons (main hand, off-hand, ranged, and mystic) always have Enhancement Bonus.
- Everything else takes either AC or an ability score. The type is rolled at generation, with an equal chance of AC or of any one of the six ability scores.
An Orb of Coring lets you select the Core Bonus type on any non-weapon item, rather than leaving it to the roll. The choices are AC, Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
Capstone Bonus
Every equipped item of 50 Power or more contributes +1 attack bonus, to a maximum of +5. The kind of gear does not matter, so any five capstoned pieces will do.
Only worn and wielded equipment counts.
Item XP
Scar-touched items hold experience of their own, split in two:
- Available XP is the pool consumed to empower the item. Filled by transferring your own XP into the item from its panel, or from an Orb of Escrow.
- Invested XP is the total XP spent on the item thus far. An Orb of Transfusion can retrieve this, at the cost of destroying the item.
Raising Power and lowering Disruption are done from the item panel, and both are paid for out of the item's Available XP. Your own XP is never spent directly — it has to be moved into the item first, and the item then spends its own.
| Action | XP cost |
|---|---|
| Raise Power by 1 | Power3 / 10 - e.g. Power 20 requires 800XP, Power 40 requires 6,400XP, and Power 80 requires 51,200XP. |
| Lower Disruption by 1 | (100 - Disruption)2 - e.g. Disruption 40 requires 3,600XP, Disruption 20 requires 6,400XP, and Disruption 5 requires 9,025XP. |
Raising Power carries a 50% chance of also adding a point of Disruption. Lowering Disruption past a multiple of 10 removes a Disrupted slot, and with it one of the item's negative properties, chosen from the most potent Disruption bracket present, at random if several tie. Negative properties that survive are also re-graded downwards to match the item's new Disruption.
Item Generation
Forging Seeds come in three tiers, and every item cracked out of one is rolled from that tier.
| Tier | Seed | Power | Disruption | Resulting Capacity |
|---|---|---|---|---|
| Low | Minor | 7 + 3d4 (10-19) | 5 + 1d6 (6-11) | 4-13 |
| Medium | Medium | 17 + 3d4 (20-29) | 8 + 1d8 (9-16) | 7-20 |
| High | Major | 27 + 3d4 (30-39) | 11 + 1d10 (12-21) | 10-27 |
Disruption is then clamped to at most two thirds of the rolled Power.
Cracking a seed produces one item, weighted as follows: 70% a piece of equipment drawn from the itemisation templates, 10% armour, 10% a weapon, 5% a throwable, and 5% a scroll.
Rarity
Each property roll first draws a rarity, and that draw sets the ceiling of what the roll may reach for.
Rarity also gates what an Orb of Extrinsics can reach, according to its own rarity.
Selection Logic
When a slot is filled, the system:
- Rolls a rarity, as above.
- Picks a property type at random from every type that is legal for that item slot, whose minimum Power the item meets, whose cheapest rank the remaining Capacity can afford, whose rarity is within the roll, and which the item's repeat rules still allow.
- Picks a rank of that type at random from the ones the item can afford. Intrinsic slots are the exception: they always take the highest affordable rank.
- Deducts the rank's Capacity cost, and moves on to the next slot.
Because the type is chosen before the rank, a family with fifty entries is no more likely to appear than one with three. Skills and saves do not crowd out the rest of the table.
Repeat rules are set per property type, and come in three strengths:
- Not repeatable - one property of that type on the item, full stop.
- Repeatable, one per subtype - one bonus per skill, per save, per damage type, and so on. Different subtypes may all appear.
- Repeatable, but not at the same rank - the same subtype may appear more than once, provided the ranks differ.
Two further constraints apply: Increased Charges can only be rolled onto an item that already has a spell, and likewise Reduced Charges only onto an item that has one to reduce.
Disrupted properties are chosen the same way, keyed to Disruption instead of Power, except that once a type is chosen the system always takes the highest Disruption bracket the item qualifies for.
Charges
Casting a spell from an item costs charges equal to that spell's innate level.
An item's maximum charges are the sum of the innate levels of every Cast Spell property on it, plus any Increased Charges, minus any Reduced Charges, floored at zero. An item with a level 3 spell and a level 2 spell therefore holds 5 charges.
Charges are restored:
- Fully, by resting while the item is equipped.
- By half, when you stabilise.
Stacking Caps
Maneuver DC and Spell DC bonuses are each capped at a net +5 across all your equipment, after any Disrupted penalties have been subtracted. Everything else stacks normally.
Item Names
A scar-touched item is named for its Capacity at the time of the last change, in the form <Adjective> Scar-Touched <item> [+Power/-Disruption].
| Capacity | Adjective |
|---|---|
| 8 or less | Crude |
| 9-14 | Common |
| 15-21 | Superior |
| 22-29 | Exceptional |
| 30 or more | Masterpiece |
Orbs
Craftable Orbs
These are brewed at the crafting bench. Every one costs 10 scrap plus the ichor listed.
| Orb | Ichor | Effect |
|---|---|---|
| Orb of Potential | 1 Red, 1 Green, 1 Blue | Rolls a new Extrinsic property into a free slot, within the item's spare Capacity. Requires an empty Extrinsic slot. |
| Orb of Transference | 2 Blue, 1 Red | Absorbs all properties, Power, and Disruption from an item, to be transferred onto another of the same type. |
| Orb of Coring | 1 Red, 1 Green, 1 Blue | Lets you select the Core Bonus type of a non-weapon item: AC, Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. |
| Orb of Transfusion | 1 Red, 1 Green, 1 Blue | Extracts the XP (Available and Invested both) and the Power/Disruption combination from an item, destroying it, and transfers either the XP or Power/Disruption combination into another item. Overwriting Power and Disruption returns the target's Invested XP to its Available XP. Consumed once it transfers. |
| Orb of Conversion | 2 Red, 1 Green | Converts forging seeds into XP: 10XP per Minor, 20XP per Medium, and 30XP per Major, up to 78,000XP. Uses one charge per 10XP converted. You may gain at most 5,000XP from conversion orbs before you must diminish a scar to use one again. Must be used near the Well. |
| Orb of Escrow | 2 Green, 1 Blue | Lets you choose a level to drop down to, and banks the XP you earn while lowered. The banked XP can then be poured into a piece of equipment. Ending the escrow restores you to the level you started from. |
Orbs of Extrinsics
An Orb of Extrinsics lets you pick and apply any valid Extrinsic property the item can support. They come in rarity 1, 2, and 3 variants, and the variant sets how deep into the rarity tiers you may reach.
They cannot be brewed. Instead, declining the result of an Orb of Potential grants a Shard of Extrinsics. Collect 100 Shards and they coalesce into a single Orb of Extrinsics.
Retired Orbs
The Orb of Infusion, Orb of Stability, and Orb of Abrogation have been retired.
Property Tables
Properties
Each rank costs the listed Capacity, and cannot appear until the item reaches the listed Power. All are Rarity 1 unless noted.
| Property | Rank | Capacity | Min Power | Repeat | Item Slots |
|---|---|---|---|---|---|
| Skill Bonus | +1 | 1 | 1 | Once per skill | Head, Chest, Boots, Arms, Cloak, Ring, Neck, Belt |
| +2 | 2 | 10 | |||
| +3 | 3 | 20 | |||
| +4 | 4 | 75 | |||
| +5 | 5 | 85 | |||
| Saves vs Specific | +1 | 1 | 1 | Once per save type | Varies by save, see reference |
| +2 | 2 | 10 | |||
| +3 | 3 | 20 | |||
| +4 | 4 | 60 | |||
| +5 | 5 | 80 | |||
| General Saves | +1 | 7 | 10 | No | Will: Head. Fortitude: Chest. Reflex: Cloak |
| +2 | 12 | 20 | |||
| +3 | 17 | 65 | |||
| +4 | 22 | 85 | |||
| Ability Score | +1 | 10 | 1 | No | Ring, Neck |
| Bonus HP | 1/2 HD | 4 | 10 | No | Head, Chest, Boots, Arms, Cloak, Belt |
| 1 HD | 8 | 20 | |||
| 1 1/2 HD | 12 | 40 | |||
| 2 HD | 16 | 70 | |||
| Stability | +1 | 2 | 1 | No | Head, Chest, Boots, Arms, Cloak, Ring, Neck, Belt |
| +2 | 4 | 10 | |||
| +3 | 6 | 20 | |||
| Damage Immunity | 5% | 4 | 10 | Once per damage type | Varies by type, see reference |
| 10% | 8 | 20 | |||
| DR Threshold | 10% | 6 | 10 | No | Head, Chest, Neck, Belt |
| 15% | 13 | 30 | |||
| 20% | 20 | 50 | |||
| 25% | 27 | 70 | |||
| Stamina | 10% | 10 | 10 | No | Chest, Boots, Belt |
| 15% | 20 | 30 | |||
| 20% | 30 | 50 | |||
| 25% | 40 | 70 | |||
| Dash Speed | 5% | 10 | 1 | No | Boots, Cloak |
| 10% | 20 | 30 | |||
| 15% | 30 | 60 | |||
| 20% | 40 | 80 | |||
| Weight Reduction | 80% | 2 | 1 | No | All except Off-Hand |
| 60% | 4 | 10 | |||
| 40% | 6 | 20 | |||
| 20% | 8 | 30 | |||
| Class Resource Capacity | 10% | 14 | 10 | Once per resource | Chest, Neck, Belt |
| 15% | 28 | 30 | |||
| 20% | 42 | 50 | |||
| 25% | 56 | 70 | |||
| 30% | 70 | 90 | |||
| Generation | 10% | 15 | 15 | No | Arms, Ring, Neck |
| 15% | 30 | 40 | |||
| 20% | 45 | 65 | |||
| 25% | 60 | 90 | |||
| Well Water Charges | +1 | 15 | 15 | No | Chest, Belt |
| +2 | 30 | 45 | |||
| +3 | 45 | 75 | |||
| Extra Maneuvers | +1 | 4 | 1 | No | Boots, Arms, Ring, Neck, Belt |
| +2 | 8 | 20 | |||
| +3 | 12 | 40 | |||
| +4 | 16 | 60 | |||
| +5 | 20 | 80 | |||
| Extra Metamagic | +1 | 4 | 1 | No | Boots, Arms, Ring, Neck, Belt |
| +2 | 8 | 20 | |||
| +3 | 12 | 40 | |||
| +4 | 16 | 60 | |||
| +5 | 20 | 80 | |||
| Maneuver DC | +1 | 10 | 1 | No, capped at +5 net | Boots, Arms, Ring, Neck, Belt |
| +2 | 16 | 20 | |||
| +3 | 21 | 40 | |||
| +4 | 25 | 60 | |||
| +5 | 28 | 80 | |||
| Spell DC | +1 | 10 | 1 | No, capped at +5 net | Boots, Arms, Ring, Neck, Belt, Mystic Weapon |
| +2 | 16 | 20 | |||
| +3 | 21 | 40 | |||
| +4 | 25 | 60 | |||
| +5 | 28 | 80 | |||
| Bonus Spell Slot | L1 | 6 | 1 | Once per class and level | Boots, Arms, Ring, Neck, Belt |
| L2 | 12 | 10 | |||
| L3 | 18 | 20 | |||
| L4 | 24 | 30 | |||
| L5 | 30 | 40 | |||
| Cast Spell | L1 | 6 | 1 | Once per spell | Varies by spell |
| L2 | 12 | 10 | |||
| L3 | 18 | 20 | |||
| Increased Charges | +1 | 2 | 1 | No, and requires an existing spell | All except Off-Hand |
| +2 | 4 | 10 | |||
| +3 | 6 | 20 | |||
| +4 | 8 | 40 | |||
| +5 | 10 | 60 | |||
| +6 | 12 | 80 | |||
| Rune Damage | 1d8 | 3 | 1 | No | Melee, Ranged, Mystic Weapon |
| 1d10 | 6 | 10 | |||
| 1d12 | 9 | 20 | |||
| Oil Damage | 1d6 | 2 | 1 | No | Melee, Ranged Weapon |
| 1d8 | 4 | 10 | |||
| 1d10 | 6 | 20 | |||
| Massive Criticals | 1d10 | 8 | 1 | No | Melee, Ranged Weapon |
| 2d10 | 10 | 10 | |||
| Sneak Attack | +1d6 | 10 | 1 | No | Melee, Ranged Weapon |
Bonus Spell Slot is available to Bard, Cleric, Druid, Sorcerer, and Wizard at levels 1 to 5. Paladin and Ranger have levels 1 to 3 only, at a stiffer Power requirement: L1 @ 1, L2 @ 20, and L3 @ 40.
Percentage Damage Bonuses
Appear on Arms, Melee Weapon, Ring, and Ranged Weapon; the spell-related lines also appear on Mystic Weapon.
| Applies to | Bonus | Capacity | Min Power | Rarity |
|---|---|---|---|---|
| Attacks | 5% | 30 | 15 | 3 |
| 10% | 40 | 35 | ||
| Spells | 5% | 30 | 15 | 3 |
| 10% | 40 | 35 | ||
| All | 5% | 40 | 15 | 3 |
| 10% | 50 | 35 | ||
| Spells (AoE) | 5% | 15 | 15 | 2 |
| 10% | 30 | 40 | ||
| 15% | 45 | 65 | ||
| 20% | 60 | 90 | ||
| Spells (Persistent AoE) | 5% | 15 | 15 | 2 |
| 10% | 30 | 40 | ||
| 15% | 45 | 65 | ||
| 20% | 60 | 90 | ||
| Spells (Single Target) | 5% | 15 | 15 | 2 |
| 10% | 30 | 40 | ||
| 15% | 45 | 65 | ||
| 20% | 60 | 90 | ||
| Retaliation | 5% | 15 | 15 | 2 |
| 10% | 30 | 40 | ||
| 15% | 45 | 65 | ||
| 20% | 60 | 90 | ||
| Cleave Attacks | 10% | 5 | 10 | 1 |
| 15% | 10 | 30 | ||
| 20% | 15 | 50 | ||
| 25% | 20 | 70 |
Disrupted Properties
Negative properties are drawn from this table according to the item's Disruption. Unless a slot restriction is noted, they can land on anything.
| Property | Rank | Min Disruption | Repeat | Item Slots |
|---|---|---|---|---|
| Increase Weight | +5lbs | 1 | No | All except Ranged Weapon |
| +10lbs | 10 | |||
| +15lbs | 15 | |||
| Skill Penalty | -2 | 1 | Once per skill | Head, Chest, Boots, Arms, Cloak, Ring, Neck, Belt |
| -4 | 10 | |||
| -6 | 15 | |||
| Saves vs Specific Penalty | -2 | 1 | Once per save type | All |
| -4 | 10 | |||
| -6 | 15 | |||
| General Save Penalty | -1 | 1 | Once per save | All |
| -2 | 10 | |||
| -3 | 15 | |||
| Damage Vulnerability | 5% | 10 | Once per damage type | All |
| 10% | 15 | |||
| Reduced HP | 1/2 HD | 10 | No | All |
| 1 HD | 15 | |||
| Reduced Stability | -1 | 1 | No | All |
| -2 | 10 | |||
| -3 | 15 | |||
| Reduced Charges | -1 | 1 | No, and requires an existing spell | All |
| -2 | 10 | |||
| -3 | 15 | |||
| Reduced Maneuvers | -1 | 10 | No | All |
| Reduced Metamagic | -1 | 10 | No | All |
| Reduced Maneuver DC | -1 | 10 | No | All |
| Reduced Spell DC | -1 | 10 | No | All |
Note that the positive save and immunity properties are restricted to particular slots, but their negative counterparts are not.
Reference Tables
Skills
Skill bonuses may target any skills, and all non-weapon slots can carry any of them.
Saves
Which Saves vs Specific bonus an item can roll depends on its slot.
| Slot | Specific Saves | General Saves |
|---|---|---|
| Head | Mind Affecting, Psychic | Will |
| Chest | Necrotic, Sonic | Fortitude |
| Boots | Force, Lightning | . |
| Arms | Acid | . |
| Cloak | Cold, Fire | Reflex |
| Ring | . | . |
| Neck | Fear, Radiant | . |
| Belt | Disease, Poison | . |
Damage Immunity
| Slot | Damage Immunity |
|---|---|
| Head | Psychic, Radiant, Sonic |
| Chest | Acid, Force, Lightning |
| Cloak | Cold, Fire, Necrotic |
Generation
Generation properties come in the form of Healing, Temporary HP, and DR Absorption.