I hate to bring up an example from the novels, but I'm pretty sure Harry talks about how he has to recast the spells on his staff from time to time. And Bob says that all magic fades away over time unless linked to a bloodline, I think.
Fair enough... I'm not perfectly conversant in the books (I've only read through Fool Moon, so far), but that sounds familiar. And I'd rather be consistent, if I can.
So, Plan B (which is not so different from my original plan):
First, we have Focus Items, which are only really useful to spellcasters so we'll ignore them, Potions, which practically anyone cause anyway so we won't worry about them, and Enchanted Items, which require a certain amount of magical upkeep and will cause us problems.
It's established that Enchanted Items need to recharge between uses, and there's indication that most of them will tend to do this naturally on their own by drawing magical energies from the environment -- that's dealt with by only allowing a certain number of uses per session.
It's also heavily implicated that Enchanted Items require occasional repair, upkeep and maintenance, and that this upkeep is magical in nature. It would seem that in the game this is emulated through the limited Focus Item and Enchanted Item slots, and the fact that normally only wizards have access to those slots. Also, that anyone with available Item slots can take over the "maintenance" of an enchanted item, even though they didn't make it. Finally, that untrained mortals can use enchanted items, but not necessarily take care of them.
So, what I need is a power that gives a "mortal" just enough magical ability to use and maintain enchanted items, without having enough talent to actually cast spells. The Minor Abilities category of powers seems perfect for this sort of thing, I think... Mana Static is a good example of a turning a single innate ability of Wizards into a Minor Ability (and likewise, while there's nothing in the novels to support Mana Static, to my knowledge, there's also nothing to contradict it).
So, I think we can now all agree that the real limitation here is the ability to maintain enchanted items. Since the game uses item slots for that, rules-wise I think all we need to do is create a power (that's right, a power, not a stunt) that gives out a handful of enchanted item slots without granting any real spellcasting ability.
All the spellcasting powers -- Evocation (-3 refresh), Channeling (-2), Thaumaturgy (-3) and Rituals (-2) -- grant 4 Enchanted Item slots (2 Focus Item slots, really) for free in addition to spellcasting ability. Also, for -1 refresh, Refinement may grant 4 Enchantment Item slots as one of it's options... a perfect place to start.
In addition, I'd like to add some very basic rules for acquiring magical items outside of making them yourself. After all, only Thaumaturgy guarantees the ability to make your own magical items -- if a wizard doesn't know Thaumaturgy or Channeling (Crafting), where does he get his magic items from? I think the SotC rules for purchasing gadets might provide a basis for this.
So, how about a -1 refresh power that grants 4 Enchantment Item slots, plus the means to use Contacting and Resources to get a hold of Enchanted Items and Potions (given enough time)? There are a few other possible options, though, that I'd like your opinions on...
- Should the power allow the character to choose items immediately at character creation? (I'd tend to say no.)
- Should the power prohibit the character from picking potions on-the-fly? (I'd tend to say yes.)
- Should the power allow the character to take mental stress to gain additional Enchanted Item uses? (I could go either way, here.)
- What about making it a 0 refresh cost power, but it only grants 2 Enchanted Item slots?
Thoughts?