Magic Items
Basic Set: Campaigns · p.480
Open source p.480Objects of magical power are a sta-
ple of fantasy. The following rules are
intended for game worlds that use the
magic system in Chapter 5, and make
a few basic assumptions:
• Anyone can use any magic item
that doesn’t explicitly require Magery.
• Wizards manufacture magic
items using magic spells that produce
fairly predictable results. However,
magic is not technology, and magic
items can have unpredictable side
effects.
• Magic items retain their power
indefinitely – their magic does not
“wear out.” But if the item breaks or
wears out, it loses all of its magical
properties and ordinary repairs can-
not restore the magic.
The GM is free to change some or
all of these assumption to suit his
campaign!