From orbiting crystals imbued with power to gravity-defying equipment and hardlight devices, magic items are popular accessories for adventurers and collectors. Engineers have developed fascinating new fusions of magic and technology, often called magitech or hybrid tech, while artisans have revived magical crafting techniques from eras long past. Shopping for new magic gear is as simple as searching the infosphere, visiting a corporate storefront, or browsing an antique mall. Curiosity shops and flea markets are full of everything from knockoffs of the latest cutting-edge inventions to precious relics preserved from the ancient past, if you know where to look.
Technology and magic are everywhere in the galaxy. While some magic equipment have gone unchanged for thousands of years, the integration of technology to improve the functionality or cost of many popular items has given rise to hybrid items, which have both the
magical and
tech traits.
The tables on pages 286–287 list level, price, Bulk, and hands entries for a wide variety of magic and hybrid items. Each item has its own rules for how it functions: some require bespoke activations, while others function automatically, such as by granting constant item bonuses or other benefits when worn or held.
While some items function automatically and grant constant benefits, others produce effects only when properly used. An activation lists the number of actions it takes and any traits of the activation and its effect. This information appears in the item's Activate entry.
You can Activate an Item with the
invested trait only if it's invested by you.
If the activation entry for an item has the
manipulate trait, you can activate it only if you're holding the item or touching it with a free hand.
Some items can be activated only a certain number of times per day, resetting during your daily preparations. You retain the constant benefits of these items even when the activation requirements of these items can no longer be met.
If the activation entry for an item lists “Cast a Spell” after “Activate”, you must use the same action as casting the spell to Activate the Item, unless noted otherwise. You must have a spellcasting class feature to Activate an Item with this activation. All the normal traits of the spell apply when you cast it by Activating an Item.