My RPG

A rules-light tabletop RPG by Ron Helwig

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.