Enchanted Items

Tangible rewards that grant extra potency and abilities — managed with care to prevent power creep, soul-strain, and the occasional exploding adventurer.

AttunementDissonanceMiscibilityPotionsElixirs
01

Overview

Enchanted items are an important part of fantasy gaming “culture”. They act as tangible rewards for players, increasing their potency and granting them extra abilities. That said, they must be managed carefully to prevent power creep and game imbalance. GSS handles this using the following rules.

02

Attunement Limitation

Most powerful and highly useful magic items require attunement. This means a character must meet or fulfill certain criteria before their soul “connects” to the item and they can use it.

Unless otherwise noted by some specific class ability, no character can attune to more than 3 magic items at once.

03

Arcane Dissonance

Magical items radiate magical auras, and if too many are carried by one character the auras overlap and cause health problems (weakness, sickness, memory loss, sanity loss, etc.). As characters grow in level, their souls become stronger and they can handle a greater metaphysical “load”.

No character can carry more magical items than their PROF.

04

Potion Miscibility

Potions and elixirs grant powerful benefits, but they do not mix well.

No character can have more than one elixir with a non-instantaneous duration active at a time. They also cannot safely drink more than one type of potion (except healing potions) in a day.

After a full rest this limitation resets. Violating this stricture risks a potion miscibility mishap.

05

Miscibility Mishaps (d12)

Roll 1–4
Nothing.
Roll 5–6
Sustain the potion’s Tier in d6’s of poison damage.
Roll 7
Violent illness for 1d6 hours.
Roll 8
Madness for 1d6 hours.
Roll 9
Fall into a coma for 1d6 hours.
Roll 10
Gain one mutation, removable only by healing magic of 6th or higher level.
Roll 11
The character’s heart stops. Instant death.
Roll 12
The character explodes, dealing PROF d10’s of force damage in a 10’ radius. Instant death.
06

Potions & Elixirs

Potions
Magical draughts that confer an immediate supernatural effect when consumed.
Elixirs
Last until the drinker next sleeps or completes a full rest. It is not possible to have more than one active elixir at a time. If a second elixir is consumed while another is active, roll on the miscibility table.