Magical Weapons and Armor (GEP)

__TOC__
The process that imbues items with magical properties sometimes occurs due to the actions of a priest or mage and sometimes happens spontaneously. Regardless of how it was formed, a magical item is attuned to the energies of the plane where it came into being. If a body moves such an item away from that plane, its connection to those energies becomes strained. Move it far enough, and its magical enchantment may disappear altogether. Thankfully, the closer an item travels to its plane of origin, the stronger it becomes, reverting to full power once brought back to its home plane.
Items forged on the Prime or the Inner Planes lose one plus when brought to the Ethereal. For example, the matched dragonslayer swords Umbra and Incarnadine are longswords +2, +4 vs. dragons (in addition to other powers). These weapons were crafted on the Prime (but currently reside in a little-visited demiplane known as Moil), and each operates as a longsword +1, +3 on the Ethereal. Items crafted on the Astral lose two pluses on the Ethereal, while items crafted on any of the Outer Planes lose three pluses if ever they come to the Waveless Sea. Other powers related to the weapons are unaffected-unless they utilize spell-like powers from schools of magic altered by the Ethereal Plane itself.
Magical items brought to a demiplane generally function as they do on the Ethereal. However, demiplanes are unique areas, and many have their own rules. A body'd better be sure she knows the consequences before bringing a magical item to a demiplane.