Amulets: Amulets are attuned to a specific sphere of magic. They provide their wearer with an affinity for magics of that sphere, providing sensory (detect magic) and/or defensive abilities (damage reduction vs sphere), and/or enhancing the wearer's innate manipulative ability, if any (plusses to the Sphere skill roll). To be effective, most amulets must be worn continuously over several days. Charms: Charms protect against specific forces, substances or objects; the more general the thing to be protected from, the weaker the protection. Charms must contain some of the thing they protect against; thus, charms against thievery are at best difficult and charms against Great Dragons are exceedingly rare. To be effective, they must be worn continuously for several days. (Buy as appropriate Protection power(s)) Totems: Totems represent and are attuned to specific beings or, in rare cases, classes or races of beings. Spells can be cast on a being through its totem, if the caster is familiar with the functioning of totems. Totems also aid in contacting spirits (plusses to contact roll, if any) and exceptionally powerful totems may allow the holder to summon the spirit they are attuned to. Rods: Rods are magical storage batteries, designed to release their energies to their wielder upon command and to absorb ambient mana to replace them. (END battery, as spellcasters) Wands: Wands are mana-focusing devices, designed to create the patterns of a particular spell (power through focus, off of wielder's END battery). The shape of a wand is determined by the spell it creates; generally they are intricate. Staves: Staves are combination rods/wands; storing and channeling mana. (powers with their own END battery, as spellcasters) Spellstones: Similar to a staff, spellstones do not have the ability to absorb ambient mana(powers with their own END battery, no REC) Exceptional/magical weapons: Exceptional weapons may have higher DEF and/or lack of weakness(to prevent breakage), range bonuses (for missile weapons), additional damage classes, be lighter (limiting encumbrance and/or lowering STR minima), or have OCV bonuses. Magical weapons may have built-in weapon familiarities and may have advantages like penetrating or armorpiercing. Of course, weapons may also contain spellstones, staves or wands to achieve exceptional magic effects. Exceptional/magical armor: Exceptional armor may have higher DEF, lack of weakness, be hardened, or be lighter than normal. Magical armor may be completely weightless, generally protects against NND spells, can bestow knockback resistance or damage reduction. Of course, armor may also contain spellstones, staves or wands to achieve exceptional magic effects. Exceptional/magical shields: Exceptional shields may be lighter than normal or have higher DEF and/or lack of weakness(to prevent breakage). Magical shields may have higher DCV and can bestow knockback resistance or damage reduction. Of course, armor may also contain spellstones, staves or wands to achieve exceptional magic effects. Drugs/potions/chemicals: Normal drugs of many different varieties exist, some of which are extremely beneficial (increase healing rate, stabilize dying characters, poison antidotes, increase vitality (END/STUN), sharpen perceptions, and so forth) and some of which are not (hallucinogens, poisons, paralytics, narcotics, and so forth). Some are addictive (Side effect: dependancy), or have mood-altering effects (side effect: psychlim, enraged, or berserk), or other unpleasant side-effects. These drugs generally have gradual effects that last for significant periods of time. Magical potions of different varieties exist as well (also oils, philtres and similar products). These are herbal "devices" designed to craft magical effects, even physically impossible ones, within or upon a living creature -- fiery breath, invisibility, extra defenses, flight, the ability to speak different languages, and a host of other spell-like powers are possible. Acids, explosives, corrosives, adhesives, preservatives and other classes of chemicals exist as well, some magical and some natural. Spellbooks: Although often enchanted, these are simply texts with descriptions of spells or general treatises on magic, from which characters can learn spells or gain general skill levels with spells.