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Magic items are cards, like Features. Keep them simple: **one clear effect** each.

## Item Tiers

| Tier | Typical effect | How common |
|---|---|---|
| **1 – Wondrous trinket** | a cantrip once per scene; Advantage on one narrow kind of roll | village wise-woman |
| **2 – Fine** | +1 die on weapon damage; a Tier 1 spell once per Quick Rest; +1 Evasion | city market, rare |
| **3 – Rare** | a Tier 2 spell once per Quick Rest; +2 Threshold armor; flight for a scene | hoards and temples |
| **4 – Legendary** | a Tier 3–4 spell once per Full Rest; a unique power with a story | one per campaign arc |

## Rules of Thumb

  * Prefer **Advantage**, **extra dice**, or **once-per-rest powers** over flat bonuses.
  * A charged item uses its **wielder's** Action Load and the spell's normal cost; the wielder rolls the Aspect printed on the item (or the maker's Aspect for Maker items).
  * No item should replace a Domain: give **one** Domain-like trick, not a whole kit.
  * Era matters: in a low-magic Viking saga, a single rune-blade is a legend; in a sky-ship setting, Tier 1–2 items can be shop goods.

## Example Items

  * **Rune-Cut Axe (Tier 2):** +1d6 damage on a hit against creatures of the old dark (trolls, draugr).
  * **Cloak of the Grey Gull (Tier 2):** once per Quick Rest, cast *Pillow Catch* on yourself (0 Action Load).
  * **Lantern of True Shadows (Tier 3):** creatures in its light can't be Hidden.
  * **The Admiral's Glass (Tier 3):** a spyglass; once per voyage, ask the GM one true question about a ship you can see.

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