If a fighter has a +1 sword that only gives that plus one if he does an exhausting practice routine in the morning, he's liable to ditch the magic sword and just use an old fashioned chunk of steel. Rather than being wore out and need to rest a couple hours before he gets started just in case he needs that plus one, he could just strap on a blade and ride off without having to deal with all the issues. (From Something Agar said)
The Omen Star: In the West, in what appears to be an eccentric orbit, appears the Omen Star. The appearance of the Omen Star in the first house of the sky bodes "great things" for good or ill are about to happen. It is the rest of the stars that determine if it is for good and ill. Thus people are always looking for things to happen during the time of the Omen Star.
If you want to add a "supernatural" touch to your campaign, define the rules of magic and the universe. Make your players comfortable with those rules. Then your new supernatural creatures must then break those rules.
Magic should have side effects, both expected and unexpected - fortuitous and deplorable. Expected side effects add anticipation, while unexpected ones increase the drama of the scene. The result can be comedic or dire, it dpends on which circumstances work best for your game.
Believable magic, like ordinary physicis, operates according to some invariable laws that always result in some kind of cost or "bounce back". The grater the magic, the more it should cost the character physically, emotionally, and spiritually.
"Binding the Life Coil" is an ancient quasi-mystical technique rediscovered to prolong one's life at the expense of one reproductive ability. It is a simple magikal technique that anyone can learn (a skill or feat). The promise of near immortality or a lifespan of a thousand years or more makes everyone want to learn it.
This technique has a price though, the amount of immortality is in direct response to the strength of ones reproductive spirit. Those that have never breed will live longer than those that have. The use of the technique makes conception difficult, if not impossible. So you trade the future of your society for the chance for you to see much of that future.
All magic is suddenly gone. No mage can sling sorcery anymore. This upsets all empires and civilizations. It is soon discovered though, trough the combined work of mystics, scholars and dreams, that all the magic has been drawn into a single orb in a vast tower located at one of the poles. Whoever gets there first wins the greatest price in history, access to all the magic in the world. But who owns the tower?