Paizo has been delving into the way magic items work in its latest previews of Pathfinder 2nd Edition. Last week they spoke about Resonance, a resource that characters have for activating magical items; and on Friday they blogged about Potency, which is linked to the power of a magical weapon.
Resonance is measured in Resonance Points (RP). Activating an item costs 1 RP, and your RP total is your level plus your Charisma modifier. Paizo points out that "We expect Resonance Points to be a contentious topic, and we're really curious to see how it plays at your tables. It's one of the more experimental changes to the game, and the playtest process gives us a chance to see it in the wild before committing to it."
They also preview a few magic items - cloak of elvenkind, floating shield, staff of healing, and some trinkets such as a fear gem, and vanishing coin.
When it comes to weapons, Resonance is not required; weapons have a "potency" value, which is roughly equivalent to its "plus" -- it gives you a bonus to attack, increases damage by a whole damage die per potency point (i.e. a +1 longsword gives +1 to hit and +1d8 damage). Potency and special qualities are limited by a weapon's quality - standard, expert, master, legendary.
[TABLE="width: 500, align: center"]
[TR]
[TD]Quality[/TD]
[TD]Max Potency[/TD]
[TD]Max Properties[/TD]
[/TR]
[TR]
[TD]Standard[/TD]
[TD]+0[/TD]
[TD]0[/TD]
[/TR]
[TR]
[TD]Expert[/TD]
[TD]+2[/TD]
[TD]1[/TD]
[/TR]
[TR]
[TD]Master[/TD]
[TD]+4[/TD]
[TD]2[/TD]
[/TR]
[TR]
[TD]Legendary[/TD]
[TD]+5[/TD]
[TD]3[/TD]
[/TR]
[/TABLE]
Potency and properties are contained within transferrable magical runes, often found on a runestone. Some examples shown are disrupting, and vorpal.
Amor similarly has potency and properties. Potency affects AC, TAC, and saving throws. Some properties include invisibility and fortification.
This takes us on to potions. Potions can now have high level effects, and they don't have to be tied to the spell lists. Examples including healing potions, invisibility potions, dragon's breath potions, and oil of mending.
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Resonance is measured in Resonance Points (RP). Activating an item costs 1 RP, and your RP total is your level plus your Charisma modifier. Paizo points out that "We expect Resonance Points to be a contentious topic, and we're really curious to see how it plays at your tables. It's one of the more experimental changes to the game, and the playtest process gives us a chance to see it in the wild before committing to it."
They also preview a few magic items - cloak of elvenkind, floating shield, staff of healing, and some trinkets such as a fear gem, and vanishing coin.
When it comes to weapons, Resonance is not required; weapons have a "potency" value, which is roughly equivalent to its "plus" -- it gives you a bonus to attack, increases damage by a whole damage die per potency point (i.e. a +1 longsword gives +1 to hit and +1d8 damage). Potency and special qualities are limited by a weapon's quality - standard, expert, master, legendary.
[TABLE="width: 500, align: center"]
[TR]
[TD]Quality[/TD]
[TD]Max Potency[/TD]
[TD]Max Properties[/TD]
[/TR]
[TR]
[TD]Standard[/TD]
[TD]+0[/TD]
[TD]0[/TD]
[/TR]
[TR]
[TD]Expert[/TD]
[TD]+2[/TD]
[TD]1[/TD]
[/TR]
[TR]
[TD]Master[/TD]
[TD]+4[/TD]
[TD]2[/TD]
[/TR]
[TR]
[TD]Legendary[/TD]
[TD]+5[/TD]
[TD]3[/TD]
[/TR]
[/TABLE]
Potency and properties are contained within transferrable magical runes, often found on a runestone. Some examples shown are disrupting, and vorpal.
Amor similarly has potency and properties. Potency affects AC, TAC, and saving throws. Some properties include invisibility and fortification.
This takes us on to potions. Potions can now have high level effects, and they don't have to be tied to the spell lists. Examples including healing potions, invisibility potions, dragon's breath potions, and oil of mending.
[FONT="]Save[/FONT][FONT="]Save[/FONT][FONT="]Save[/FONT][FONT="]Save[/FONT]