Magical Items
From NFNC
Talismans
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 character may use up to three talisman a day.
The talisman for a Spell should be non-weapon items representing a single-use Focus. A magic potion, a scroll, a strange device. You use the talisman as your Focus to cast the Spell.
A talisman for a Strike may be a weapon or any other appropriate item. A strength potion, a magic brooch, etc. You only need the talisman in your possession to activate it, but roleplaying is encouraged. A weapon can represent multiple talismans, say a magic sword that has been charged up with 3 uses of TRIPLE.
Talismans can be created by characters with the skill Talismancy 1.
You can choose to buy talismans and the reagents for making talismans from NPC vendors as a minor action in your downtime. The prices they charge are as follows:
Magic Items
You can only be attuned to one Magic Item. You attune a Magic Item overnight, by having it near you while you sleep. Attuning it to a new owner breaks the link to the last one. Magic Items need recharging once a week by a character with the Talismancy 2, at the cost given in that section.