Consumables & Combat Items
Ether, Turbo Ether, Elixir, Phoenix Down, Remedy, and Smoke Bomb (with more items subject to future addition)
Materia Bangle (Single-Slot), Materia Armlet (Twin-Slot), Materia Gauntlet (Tri-Slot), Materia Aegis Band (Quad-Slot)
Magic Materia (Base Template)
Mako Shards (Raw Materia), Catalyst Materia, and Caster Materia (tailored for Bards, Clerics, Druids, Wizards, and Sorcerers)
Magitech Breaching Kit, Magitech Hover-Skiff, and Magitech Walker (Universal Chassis)
Sorcerer-based Summoner subclass (with additional class homebrews planned for the future)
The following magic items do not exist, fail to function, or are strictly prohibited within this setting due to the dominance of Aether-tech and regional laws:
Broom of Flying, Winged Boots, & Carpet of Flying. Spell Jammers. Vorpal anything.
Leomund’s Tiny Hut / Tiny Hut, Create Spelljamming Helm, Any spell that would let you go to another world. Any spell that lets you make a ban item.
Summons:
Any normal summon spell still works as written but is re-flavored to be a minor Esper. Even non summoners can tap into the power of a summoner. The player should flavor the summon how they want to fit an Esper and the spell they cast.
Rule: The 2nd-level spell Knock functions normally against standard, non-magical, or low-grade mechanical locks. However, it cannot open, pick, or bypass any door, vault, or seal fortified with Magitech locking mechanisms. Attempting to cast Knock on a Magitech seal simply fails, and the aetheric feedback from the lock deals 1d6 force damage to the caster.
Not Magic: Magitech is engineered machinery powered by fuel—not a spell or magical enchantment.
Dispel Magic: Cannot shut down physical engines, mechanical gears, or Aether Cartridges.
Counterspell: Cannot interrupt a machine's startup, weapon firing, or mechanical activation.
Spells that allow long-distance spatial travel (such as Teleport, Teleportation Circle, or similar high-level planar/continental movement) operate under strict environmental and magical constraints:
Base Mishap Chance: Casting a long-distance teleportation spell out in the wild (away from an established Aether-Terminal) is inherently unstable. Even with familiar objects or permanent circles, there is a flat 10% base mishap chance (on top of normal mishap rules) that cannot be reduced to 0% by standard means (having a physical item from the location lowers the severity of a mishap, but does not eliminate the risk).
Catastrophic Mishap (Critical Failure): When that 10% mishap chance is triggered (for example, rolling a 1 to 10 on a d100, or a 1 on a d10), rolling a critical failure within that bracket results in a Catastrophic Mishap: the party arrives miles off-target in a volatile sector, all active Magitech items and Aether Cartridges on their person instantly drain to 0 charges, and every traveler gains 1 level of Exhaustion from spatial compression shock.
The Aether-Network Override: Safe, instant, mishap-free long-distance travel is exclusively controlled through the Aether-Network. To utilize this:
The caster must be physically standing at an active, powered Aether-Terminal (Aetherite).
The spell must target another known, registered Aether-Terminal that the party has physically visited and attuned to previously.
When cast through an Aether-Terminal to another network node, the mishap chance is completely negated (0%), and the transit is instantaneous and safe.
Extra-dimensional storage items (such as Bags of Holding, Heward’s Handy Haversacks, and similar localized pockets of holding) exist in this world, functioning as familiar inventory space for standard gear, weapons, armor, and raw scrap metal. However, the world's rules impose strict limitations:
Nesting Restriction: One extra-dimensional storage device simply cannot be placed inside another; the spatial threshold resists entry, making it impossible to nest them together.
No Living Creatures: Living creatures simply cannot be placed inside an extra-dimensional space.
No Materia: Materia (including Mako Shards, Catalyst Materia, and Caster Materia) simply cannot be placed inside extra-dimensional spaces.
Aether & Mako Drain: Storing active, powered Aether Cartridges, Mako charges, or any active Magitech device with a live power source inside an extra-dimensional space is unsafe; the spatial folding causes an aetheric feedback loop that completely drains the item or cartridge to 0 charges. (Non-powered empty cartridges or uncharged mechanical parts are safe).