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 talismans 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
While you are attuned to a magic item and you have it on your person, you gain all the benefits that the magic item's card shows. 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 skill Talismancy 2, at the cost given in that section.
Magic items can be created by characters with the skill Talismancy 2.