Magical items are items that have been enchanted via magical means to confer special abilities upon their wielders.
Magical weapons improve the wielder's ability to attack and deal damage. This includes magical focuses, such as wands or orbs.
A generic modifier on a magical weapon confers that bonus to attack and damage rolls.
Enchantments on weapons must have some bearing on combat or another situation where the weapon would be the correct implement. A sword will likely not readily take an enchantment improving the wielder's Knowledge, but a decorative sword made for a noble may successfully take an enchantment improving their Diplomacy.
When magical ammo is used with a magical ranged weapon, the larger of the two generic modifiers is used. Any modifiers that appear on both of the objects use the highest value available. Any modifiers that appear on only one of the objects apply to the attack as normal.
Magical armor improve the protection the wielder receives from negative effects.
A generic modifier on a piece of magical armor confers that bonus to all passive defences. If multiple pieces of armor are enchanted with a generic modifier, the average value is taken of all the generic modifiers, rounded up. For instance, a character with +2 on all armor slots would receive a +2. A character with +1 on helmet and body, and +2 extremities would also receive a +2. The exception to this is shields, which are added afterwards.
Enchantments on Armor must have some bearing on combat or another situation where Armor would represent the correct source of the power. For example, shields will rarely provide a bonus to mobility, but a set of cloth robes could easily provide an improvement to ritual-casting checks.
Rings, amulets, belts, crowns, and other wearable paraphernalia may improve almost every aspect of a character. However, they can never carry a generic modifier. Two rings, one amulet, and one belt may be used at any one time. A crown, diadem, circlet, or other headwear may be used in place of a helmet, but may not carry a generic modifier.
Magical consumables come in many flavours, from scrolls, chits, and runestones, to oils and potions. Generally, these provide comparatively strong effects, at the cost of their ephemerality.
Magical consumables may not provide generic modifiers.
Scrolls store powers and rituals cast as if by another entity. You must succeed a Spellcraft check to successfully use one, which scales depending on the spell's power point cost, and whether or not the user has access to some or all of the power's constituent effects. Using a scroll requires the same amount of time as the power or ritual it replicates. If the reading is successful, the power is cast as described, directed by the reader. Whether the reader succeeds or fails, the scroll is consumed.
The term 'scroll' is used primarily for familiarity. The same effect may be imbued upon specially crafted gems, ritualistically carved bones, small sheets of slate carved with runes, or any other similar object. Either way, the object's power is consumed by their activation, rendering them noteworthily magical but not powerful.
Potions provide non-power, non-ritual, non-generic effects in a consumable form, with one exception; potions may act as a Radiant Self power with no additional secondary effects.
As with scrolls, 'potion' is a term used for familiarity. The same effects may be gained from prayer beads, injections, or other such objects. It is worth establishing a distinction between what can be a 'scroll' and what can be a 'potion', though there is little preventing a seasoned GM from combining the two and simply remembering which characters have the ability to create which consumable effects.
Magical gear, such as self-knotting rope or extradimentional storage, provide very specific effects which often scale with their cost. Such equipment generally performs that specific effect indefinitely, until disenchanted, physically destroyed, or otherwise rendered incapable of doing so.
Creating Magical Items
Magical items are created by use of the Create Magical Item ritual.
Destroying Magical Items
Magical items may be destroyed by rendering their original form unusable. This act immediately dispels the enchantments upon it. If the object is repaired, it may be re-enchanted.
Magical items receive bonus HP depending on their level of enchantment.
However, there is a second way to render a magical item mundane again, and that is to use the Destroy Magical Item ritual. This allows the user to recover half of the material cost of the enchantment in the form of precious metal powder, and half the power point cost of the enchantment directly.