Any magical object will have one or more blue ribbons on it with a description (FOCUS/TALISMAN/MAGIC EQUIPMENT/OTHER) and the level of any effect on it. You can tell this thing is magical if you can see the ribbon, as it feels powerful in some way.
Talismans are the intent and power needed to use a spell or strike, packaged into a handy device. You do not need to know how to use a spell or strike to use a talisman. When a character uses a talisman, they may cast the spell or make the strike immediately, and the talisman loses its power. A talisman will have a card describing the call that it contains.
A talisman may be any item that would be acceptable as a focus (for storing spells) or a weapon (for storing strikes); this includes an existing focus. A suitable item can contain up to 3 talismans. To use the talisman you must use the item as your focus to cast the spell, or your weapon to make the blow.
A piece of magic equipment grants a single specific level of a Combat or Profession Skill to the character that it is attuned to as long as it is on their person; a character can only be attuned to a single piece of magical equipment at a time.
You may choose to attune a piece of magic equipment overnight, by having it near you while you sleep; please inform the refs when you do so. Attuning to a piece of magical equipment breaks any prior atunements for both you and the item.
Magic equipment needs recharging once a week by a character with the skill Talismancy 2, at the cost given in that section. If it has not been recharged that week, it does not grant access to its skill and you should hand in its item card.