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: 

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. No character can attune to more than 3 magic items at once. 

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.

Potion Miscibility. Potions and elixirs grant powerful benefits, but they do not mix well. No character can have more than one potion or elixir with a non-instantaneous duration active at one 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. 

Potions are 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.