GM Guide: Magic Items
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.