Item Rules

Here are the full item rules. They are provided to give you a sense of what's available on Cormanthor.

If you find an item that violates these rules, please contact the Admin or Lead Builder.

The following properties are not to appear on any item, regardless of if they are loot or DM rewards:

  • Damage Reduction (Except on armors)
  • Freedom of Movement
  • Haste
  • Immunity to any sort of damage or status effect
  • Improved Evasion
  • On Hit effects of any sort (Excluding Poison)
  • Regeneration
  • True Seeing
  • Cast Spell uses/day, with minor exceptions

The following restrictions apply to potions and charged items:

  • Potions: Spells of up to 3rd level.
  • Wands: Spells of up to 4th level.
  • Rods: Spells of up to 7th level.

The following restrictions apply to magic weapons:

  • Damage Bonuses: A weapon may not have multiple damage bonuses, except for damage bonuses vs. racial types.
  • Magic, Divine, and Positive Energy damage bonuses are not allowed, unless they are vs. a specific racial or alignment type.

Properties can only be put on items that are equipped under certain slots. They are as follows:

  • Bonus Spell Slots
  • Darkvision
  • Saving Throw Bonus (Will)
  • Skill Bonus:
    • Appraise
    • Bluff
    • Decipher Script
    • Diplomacy
    • Forgery
    • Intimidate
    • Knowledge: (All)
    • Listen
    • Search
    • Sense Motive
    • Spellcraft
    • Spot
    • Taunt
    • Use Magic Device
    • Use Rope
  • Armor Class Bonus
  • Bonus Spell Slots
  • Saving Throw Bonus (Will)
  • Wisdom Bonus
  • Skill Bonus:
    • Animal Empathy
    • Appraise
    • Bluff
    • Decipher Script
    • Diplomacy
    • Heal
    • Intimidate
    • Knowledge (All)
    • Listen
    • Search
    • Sense Motive
    • Spellcraft
    • Spot
    • Taunt
    • Use Magic Device
  • Arcane Spell Failure
  • Armor Class Bonus
  • Bonus Spell Slots
  • Charisma Bonus
  • Damage Resistance
  • Saving Throw Bonus (Damage/Status Effects)
  • Wisdom Bonus
  • Skill Bonus:
    • Concentration
    • Disguise
    • Escape Artist
    • Hide
    • Move Silently
    • Perform
    • Survival
  • Armor Class Bonus
  • Charisma Bonus
  • Damage Resistance
  • Saving Throw Bonus (Fortitude)
  • Spell Resistance
  • Skill Bonus:
    • Hide
    • Disguise
    • Escape Artist
    • Parry
    • Perform
    • Sleight of Hand
    • Survival
  • Armor Class Bonus
  • Constitution Bonus
  • Saving Throw Bonus (Fortitude)
  • Strength Bonus
  • Skill Bonus:
    • Athletics
    • Concentration
    • Disable Device
    • Open Lock
    • Set Trap
  • Armor Class Bonus
  • Dexterity Bonus
  • Strength Bonus
  • Saving Throw Bonus (Reflex)
  • Skill Bonus:
    • Acrobatics
    • Animal Empathy
    • Disable Device
    • Forgery
    • Heal
    • Open Lock
    • Parry
    • Ride
    • Set Trap
    • Sleight of Hand
    • Use Rope
  • Constitution Bonus
  • Dexterity Bonus
  • Saving Throw Bonus (Reflex)
  • Skill Bonus:
    • Acrobatics
    • Athletics
    • Move Silently
    • Ride
  • Bonus Spell Slots
  • Damage Resistance
  • Intelligence Bonus
  • Saving Throw Bonus (Damage/Status Effects)
  • Spell Resistance
  • Armor Class Bonus
  • Damage Resistance
  • Spell Resistance