Magic item (Dungeons & Dragons)
Encyclopedia
In the Dungeons & Dragons
fantasy
role-playing game
, a magic item
is any object that has magical
powers inherent in it. These may act on their own or be the tools of the character in whose hands they fall into. Magic items have been prevalent in the game in every edition and setting, from the original edition in 1974 until the modern fourth edition. In addition to jewels and gold coins, they form part of the treasure that the players often seek in a dungeon. Magic items are generally found in treasure hordes, or recovered from fallen opponents; sometimes, a powerful or important magic item is the object of a quest.
. These categories include weapons, armor, potions, rings, scrolls and miscellaneous (or wondrous) items, and another category called "rods, staves, and wands", which is sometimes separated into its three stated components. With version 3.5 of the D&D rules, these item categories were associated with particular "feats", that a player character can acquire.
s) and armor in the D&D game serve to make characters more effective in combat. Commonly, magical weapons increase both the chances of hitting an opponent, as well as the amount of damage the weapon will deal, while magical armor decreases an opponent's chances of hitting the character. They are assigned enchantment ratings such as +1 or +5, indicating the strength of the increase or decrease. Some magic weapons and armor are outfitted with additional magical properties.
is a magic liquid that produces its effect upon a character when imbibed. Each type of potion has a specific effect, from turning a character invisible, to curing the character's wounds. Generally, a potion only functions once, when consumed. There are also magic oil
s which take effect by being rubbed on a character, instead of being drunk.
s bestow magical powers upon a character wearing one. Most will function when activated, though some have a limit on how many times they can be used in one day. Traditionally, a character may only wear two magic rings at a time.
s are devices that can be used to produce a number of magical effects by a character wielding one. Some of these items reproduce specific magic spells, and can only be wielded by a character proficient in that type of spell.
or portable hole.
is an example of a magic item designed to have an undesired effect on the character using it. Cursed weapons and armor often have negative enhancement bonuses, making them less effective than a non-magical item of the same type.
Examples of artifacts include the Axe of the Dwarvish Lords
, the Codex of the Infinite Planes
, the Eye
and Hand of Vecna
, Heward's Mystical Organ
, the Rod of Seven Parts
, the Mace of Cuthbert
, the Wand of Orcus, and the Sword of Kas
.
).
Enhancement bonuses for weapons and armor in the original game were originally capped at +3 (+2 for armor); but +4 and +5 swords and armor were introduced in the Greyhawk supplement, which also allowed non-sword weapons to have their bonuses applied to damage as well as to-hit rolls. Cursed weapons and armor usually had a -1 enchantment, except for the Berserker Sword which was +1. All magic swords were intelligent in the original game; this did not change until the introduction of the Advanced and Basic games.
Some staves and rods in these editions had additional properties beyond their spell-casting ability, often enabling them to be used as weapons. The main difference between the three item categories was that they used different saving throw
categories.
In addition to spell scrolls, there are scrolls of protection. These items can be used to produce a magical field that repels a certain type of monster or protects against a certain effect; unlike spell scrolls, they do not need to be deciphered and can be used by all classes.
Magical tridents were considered miscellaneous items, rather than weapons, since the trident was not yet defined as a weapon.
Artifacts were mentioned in the original set text, but were first detailed in the Eldritch Wizardry
supplement. The artifacts are given suggested powers that can be changed by the DM. Weapon-type artifacts usually respected the +3/+5 limit on enhancement bonuses. An additional set of artifacts were described in an article in the Strategic Review.
In addition to spell scrolls, there are scrolls of protection. These items can be used to produce a magical field that repels a certain type of monster or protects against a certain effect; unlike spell scrolls, they do not need to be deciphered and can be used by all classes. Moreover, the Holmes Basic Set allowed scrolls to duplicate the effects of other items, to make up for the limited spell list.
The Moldvay Basic Set revises the item list, removing such things as the now-useless Troll Slayer (trolls did not appear till the Expert Set in this version). Cursed armor now raises the wearer's AC to 9 (the same as an unarmored human in the Basic game), rather than having a fixed negative enchantment. The cursed sword is still -1. In addition, cursed swords add their enchantment to both hit rolls and damage, as in the Advanced game; the old Basic set followed the Original rules in this regard.
Spell scrolls have lost the ability to duplicate rings and potions, but gained the ability to contain 2nd and 3rd level spells of both classes, even though these are not available to 3rd level PCs by normal means.
The contemporary Cook/Marsh Expert Set adds more items, allowing all equipment types to be enchanted up to +3, and allowing cursed armor and shields to have any of -1, -2, or AC 9 enchantments. Swords can also be intelligent (this occurs 33.5 % of the time) giving them powers and ego similar to OD&D magical swords.
Spell scrolls can now only contain spells of up to 6th level, which could also be cast by 14th level magic users (although not by 14th level clerics).
The Mentzer Basic Set revises the item list again, adding a +2 shield and dagger as well as the sword; cursed equipment of all types is -1.
Spell scrolls in the Mentzer Basic Set retain their previous cap of 3rd level.
Artifacts and relics were not introduced into the Basic game until the Master set.
Enhancement bonuses for swords and armor in these editions are generally capped at +5, except for artifacts. Non-sword weapons have only bonuses of +3 or lower (again, some artifacts exceed this limit). Cursed weapons and armor usually have a -1 enchantment, except in a few special cases.
Some staves and rods in these editions have additional properties beyond their spell-casting ability, often enabling them to be used as weapons.
In addition to spell scrolls, there are scrolls of protection. These items can be used to produce a magical field that repels a certain type of monster or protects against a certain effect; unlike spell scrolls, they do not need to be deciphered and can be used by all classes.
In the first edition, all artifacts are classed as miscellaneous magic items, even ones that are weapons, armor, or rings. Each artifact has a certain number of Minor, Major, and Prime Powers, and of Minor, Major, and Side Effects which trigger when the item is acquired, or its Major and Prime Powers are used. The powers and effects are selected by the DM from a set of lists, so that players cannot predict the artifact's powers.
.
The second edition does not cover artifacts in the core rules at all, instead describing them in a separate book, the Book of Artifacts
.
Enhancement bonuses for weapons and armor are always capped at +5 for regular items (it no longer depends on weapon type), but this cap is lifted not only for artifacts but also for epic-level items.
Potions and oils, in these editions, generally reproduce the effects of low level spells. Likewise, wands and staves also reproduce standard spell effects; wands contain charges of a single spell (which will cost only one charge), while staves contain multiple spells, some of which can cost more than one charge to activate. A few types of staves, such as the staff of power, have additional properties.
Unlike staves and wands, 3rd edition magical rods generally do not mimic spells or have charges, and can be activated by anyone.
The third edition uses the term "wondrous items" in place of "miscellaneous magic items". It split artifacts into "minor" and "major" categories; the major artifacts being equivalent to the artifacts of the earlier editions, while the minor artifacts included non-creatable but non-unique items such as the magic books or spheres of annihilation
.
The powers of magic items are divided into at-will, encounter, daily, healing surge and consumable powers. The first three classes function like their class power counterparts, being limited in usage by the character's level. Healing Surge powers function like daily powers; however, they can be recharged by expending a healing surge. Consumable powers are generally found on consumable items, a class which includes potions, elixirs, reagents, and whetstones.
Properties are passive, unlimited-use effects of magic items, such the carrying capacity and weight reduction of a bag of holding. Enhancement bonuses can now be found on implements and neck slot items as well as armor and weapons; they range from +1 to +6, and each bonus level is associated with a particular range of character levels. The enhancement bonus on a neck-slot item applies to all defenses.
Scrolls are no longer classified as magical items. Ritual scrolls are single use consumable items, each of which contains a specific ritual (4th edition's equivalent of non-combat spells), halves the time required to perform that ritual and allows it to be performed without a ritual book. After it has been expended, a ritual scroll crumbles to dust.
Artifacts are unique, powerful magic items. Unlike typical magical items, artifacts have tiers (heroic, paragon or epic) rather than levels, and don't have costs. An artifact's power depends on its current attitude towards its wielder, and they can "move on" when their goal is achieved.
(1976), listed as "Vorpal Blade", and later appeared in the original Dungeon Master's Guide
(1979), listed as "sword, vorpal weapon". The name of the sword is derived from the vorpal sword mentioned in Lewis Carroll
's "Jabberwocky
", apparently a reference to the boy's decapitation of the Jabberwock. The designers of the Dungeons & Dragons
role-playing game take "vorpal" to mean capable of decapitation
, specifically through magical means. "Vorpal swords" exist fictionally in various works, especially in role-playing game
s and video games, where they are generally based on the Dungeons & Dragons concept. While its statistics have varied through the editions of the game, the weapon has been defined by its magical power to decapitate foes more easily than an ordinary weapon could. The vorpal blade in 4th edition Dungeons & Dragons does not behead opponents.
A ring of regeneration bestows magical ability of regeneration
upon its wearer. Because of the way that Dungeons & Dragons handles regeneration, the wearer is essentially immortal. Regeneration allows successful reattaching of severed limbs or regrowing them. Rings of regeneration can be given different levels of power by the Dungeon Master
. The magnitude of their regenerative abilities is given as a numerical value, which represents the number of hit points regained per combat round, or six seconds. A lesser form of regeneration that does not allow the regrowth of lost limbs is called fast healing.
Boots of speed
enable the wearer to run very fast—usually as fast as a galloping horse
, or slower if the wearer is heavy. The wearer must usually rest for long periods after use.
Ioun stones are based on similar artifacts from Jack Vance
's Dying Earth series
. When functioning, they float in a circular pattern around their bearer's head, and grant various benefits based on their color and shape. Two stones of the same type will repel each other, and when drained of power, a stone becomes a dull grey, but still possesses the characteristic floating. While useless to a mage, burned out stones can still yield a single psionic power point to a psionic character in 3rd and 3.5 editions. In the original Jack Vance stories IOUN stones are highly prized by arch-magicians, and are acquired from a race known as the archveults, who mine them from remnants of dead stars (in his book Rhialto the Marvellous). In 2E Dungeons & Dragons it had been conjectured in Dragon magazine that Ioun stones instead come from the Positive Material Plane. Dragon
#174 featured an article that included many dozens of new types of ioun stone, as well as an article about an elemental lord
who hordes ioun stones on his home plane of radiance. Under 3.0/3.5 editions of the rules they are instead manufactured by spellcasters in the same manner as other magical items.
Dungeons & Dragons
Dungeons & Dragons is a fantasy role-playing game originally designed by Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. . The game has been published by Wizards of the Coast since 1997...
fantasy
Fantasy
Fantasy is a genre of fiction that commonly uses magic and other supernatural phenomena as a primary element of plot, theme, or setting. Many works within the genre take place in imaginary worlds where magic is common...
role-playing game
Role-playing game
A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making or character development...
, a magic item
Magic item
A magic item is any object that has magical powers inherent in it. These may act on their own or be the tools of the person or being whose hands they fall into. Magic items are commonly found in both folklore and modern fantasy...
is any object that has magical
Magic (fantasy)
Magic in fiction is the endowing of fictional characters or objects with magical powers.Such magic often serves as a plot device, the source of magical artifacts and their quests...
powers inherent in it. These may act on their own or be the tools of the character in whose hands they fall into. Magic items have been prevalent in the game in every edition and setting, from the original edition in 1974 until the modern fourth edition. In addition to jewels and gold coins, they form part of the treasure that the players often seek in a dungeon. Magic items are generally found in treasure hordes, or recovered from fallen opponents; sometimes, a powerful or important magic item is the object of a quest.
Categories
Magical items are classified into several categories, depending to a certain degree on the game editionEditions of Dungeons & Dragons
Several different editions of the Dungeons & Dragons fantasy role-playing game have been produced since 1974. The current publisher of Dungeons & Dragons , Wizards of the Coast, produces new materials only for the most current edition of the game...
. These categories include weapons, armor, potions, rings, scrolls and miscellaneous (or wondrous) items, and another category called "rods, staves, and wands", which is sometimes separated into its three stated components. With version 3.5 of the D&D rules, these item categories were associated with particular "feats", that a player character can acquire.
Weapons and armor
Weapons (such as magic swordMagic sword
The term magic sword refers to any kind of mythological or fictional sword imbued with magical power to increase its strength or grant it other supernatural qualities. The archetype originated in myth and legend, and occurs regularly in fantasy fiction....
s) and armor in the D&D game serve to make characters more effective in combat. Commonly, magical weapons increase both the chances of hitting an opponent, as well as the amount of damage the weapon will deal, while magical armor decreases an opponent's chances of hitting the character. They are assigned enchantment ratings such as +1 or +5, indicating the strength of the increase or decrease. Some magic weapons and armor are outfitted with additional magical properties.
Potions
A potionPotion
A potion is a consumable medicine or poison.In mythology and literature, a potion is usually made by a magician, sorcerer, dragon, fairy or witch and has magical properties. It might be used to heal, bewitch or poison people...
is a magic liquid that produces its effect upon a character when imbibed. Each type of potion has a specific effect, from turning a character invisible, to curing the character's wounds. Generally, a potion only functions once, when consumed. There are also magic oil
Oil
An oil is any substance that is liquid at ambient temperatures and does not mix with water but may mix with other oils and organic solvents. This general definition includes vegetable oils, volatile essential oils, petrochemical oils, and synthetic oils....
s which take effect by being rubbed on a character, instead of being drunk.
Rings
Magic ringMagic ring
A magic ring is a ring, usually a finger ring, that has magical properties. It appears frequently in fantasy and fairy tales. Magic rings are found in the folklore of every country where rings are worn, and they endow the wearer with a variety of abilities, including invisibility, the granting of...
s bestow magical powers upon a character wearing one. Most will function when activated, though some have a limit on how many times they can be used in one day. Traditionally, a character may only wear two magic rings at a time.
Rods, Staves, and Wands
Magic rods, staves, and wandWand
A wand is a thin, straight, hand-held stick of wood, stone, ivory, or metal. Generally, in modern language, wands are ceremonial and/or have associations with magic but there have been other uses, all stemming from the original meaning as a synonym of rod and virge, both of which had a similar...
s are devices that can be used to produce a number of magical effects by a character wielding one. Some of these items reproduce specific magic spells, and can only be wielded by a character proficient in that type of spell.
Scrolls
A magic scroll is a spell or collection of spells that has been stored in written form. Once a spell has been cast from a scroll, the scroll can no longer be used to cast that spell. The scroll must be magically deciphered before it can be used; this can only be done by a member of the appropriate class for the spell.Wondrous items / miscellaneous magic items
Wondrous items, or miscellaneous magic items, (the name of this category depends on the edition) are magic items which don't fit into any of the other major categories, and can come as many different types. Some are boots, cloaks, robes, jewelry, or other objects that can be worn, but would not be considered armor. Some come in the form of books or tomes, such as the book of vile darkness and book of exalted deeds; these items can generally only be used once, but will grant a permanent enhancement to the reader (if of the appropriate class and alignment for the item). Some are magical musical instruments that can cause various effects when played. Other wondrous items can store items in extra-dimensional spaces, such as the bag of holdingBag of holding
A bag of holding is a fictional magical item in the Dungeons & Dragons roleplaying game, capable of containing objects larger than its own size. Since its introduction, it has appeared in other roleplaying games and media.-Description:...
or portable hole.
Intelligent items
Some magic items possess an intrinsic intelligence. These items strive for certain goals and may seek to dominate their owners to further their agenda. But they also have special powers which they will use in the service of their cause.Cursed items
Some magic items affect the character using them in a negative way, either by design or by accident. The girdle of femininity/masculinityGirdle of Femininity/Masculinity
The Girdle of Femininity/Masculinity is a type of magical item in the Dungeons & Dragons fantasy roleplaying game which is infamous for its unusual effect.-Description:...
is an example of a magic item designed to have an undesired effect on the character using it. Cursed weapons and armor often have negative enhancement bonuses, making them less effective than a non-magical item of the same type.
Artifacts
Artifacts are unique, powerful magic items. Unlike typical magic items, artifacts cannot be created in play and cannot be disenchanted or destroyed by mundane means. Each artifact is intelligent and has specific goals. An artifact's power depends on its current attitude towards its wielder; its more powerful effects may work alterations on its wielder as a side effect.Examples of artifacts include the Axe of the Dwarvish Lords
Axe of the Dwarvish Lords
In the Dungeons & Dragons roleplaying game, Axe of the Dwarvish Lords refers to both a powerful magic item and to an adventure module focusing on the item....
, the Codex of the Infinite Planes
Codex of the Infinite Planes
In the World of Greyhawk campaign setting for the Dungeons & Dragons role-playing game the Codex of the Infinite Planes is a powerful artifact...
, the Eye
Eye of Vecna
The Eye of Vecna is an artifact of great power in many campaign settings for the Dungeons & Dragons roleplaying game. Originating in the World of Greyhawk campaign setting, the Eye appears as a small red pebble or shriveled grape....
and Hand of Vecna
Hand of Vecna
The Hand of Vecna is a powerful artifact in many campaign settings for the Dungeons & Dragons fantasy role-playing game. Originating in the World of Greyhawk campaign setting, the Hand appears as a severed left human hand, blackened and charred, with long, claw-like fingernails.-Dungeons & Dragons...
, Heward's Mystical Organ
Heward's Mystical Organ
In the World of Greyhawk campaign setting for the Dungeons & Dragons role-playing game Heward's Mystical Organ is a powerful artifact, the creation of the hero-deity Heward.-Description:...
, the Rod of Seven Parts
Rod of Seven Parts
In many campaign settings for the Dungeons & Dragons role-playing game the Rod of Seven Parts, formerly known as the Rod of Law, is a powerful artifact.-Description:The Rod of Seven Parts, when whole, is a 5-foot-long pole...
, the Mace of Cuthbert
Mace of Cuthbert
The Mace of Cuthbert is a powerful artifact of the World of Greyhawk campaign setting for the Dungeons & Dragons fantasy roleplaying game...
, the Wand of Orcus, and the Sword of Kas
Sword of Kas
In the World of Greyhawk campaign setting for the Dungeons & Dragons role-playing game, the Sword of Kas was the mighty blade used by Kas the Bloody-Handed, the dreaded lieutenant of Vecna. It was by this blade, some say, that Vecna lost his Hand and Eye.- Publication history :The Sword of Kas...
.
Original Dungeons & Dragons (1974)
The original D&D boxed set introduced all the traditional magic item categories, except for rods (which first appeared in the Greyhawk supplementGreyhawk (supplement)
Greyhawk is a supplementary rulebook written by Gary Gygax and Robert J. Kuntz for the original edition of the Dungeons & Dragons fantasy role-playing game...
).
Enhancement bonuses for weapons and armor in the original game were originally capped at +3 (+2 for armor); but +4 and +5 swords and armor were introduced in the Greyhawk supplement, which also allowed non-sword weapons to have their bonuses applied to damage as well as to-hit rolls. Cursed weapons and armor usually had a -1 enchantment, except for the Berserker Sword which was +1. All magic swords were intelligent in the original game; this did not change until the introduction of the Advanced and Basic games.
Some staves and rods in these editions had additional properties beyond their spell-casting ability, often enabling them to be used as weapons. The main difference between the three item categories was that they used different saving throw
Saving throw
In role-playing games, a saving throw is a roll of dice used to determine whether magic, poison, or various other types of attacks are effective against a character or monster....
categories.
In addition to spell scrolls, there are scrolls of protection. These items can be used to produce a magical field that repels a certain type of monster or protects against a certain effect; unlike spell scrolls, they do not need to be deciphered and can be used by all classes.
Magical tridents were considered miscellaneous items, rather than weapons, since the trident was not yet defined as a weapon.
Artifacts were mentioned in the original set text, but were first detailed in the Eldritch Wizardry
Eldritch Wizardry
Eldritch Wizardry is a supplementary rulebook by Gary Gygax and Brian Blume, written for the original edition of the Dungeons & Dragons fantasy role-playing game, which included a number of significant additions to the core game.-Contents:...
supplement. The artifacts are given suggested powers that can be changed by the DM. Weapon-type artifacts usually respected the +3/+5 limit on enhancement bonuses. An additional set of artifacts were described in an article in the Strategic Review.
Basic Dungeons & Dragons
The Holmes Basic set greatly curtailed the list of items from the original rules, especially removing the most powerful items. Most swords in this version of D&D had a +1 or +2 enhancement bonuses; the exceptions being the cursed sword -1 and the Troll Slayer sword +3 (which is only +1 against nontrolls). Other items always had +1 enchantment, except for the cursed armors, which were -2.In addition to spell scrolls, there are scrolls of protection. These items can be used to produce a magical field that repels a certain type of monster or protects against a certain effect; unlike spell scrolls, they do not need to be deciphered and can be used by all classes. Moreover, the Holmes Basic Set allowed scrolls to duplicate the effects of other items, to make up for the limited spell list.
The Moldvay Basic Set revises the item list, removing such things as the now-useless Troll Slayer (trolls did not appear till the Expert Set in this version). Cursed armor now raises the wearer's AC to 9 (the same as an unarmored human in the Basic game), rather than having a fixed negative enchantment. The cursed sword is still -1. In addition, cursed swords add their enchantment to both hit rolls and damage, as in the Advanced game; the old Basic set followed the Original rules in this regard.
Spell scrolls have lost the ability to duplicate rings and potions, but gained the ability to contain 2nd and 3rd level spells of both classes, even though these are not available to 3rd level PCs by normal means.
The contemporary Cook/Marsh Expert Set adds more items, allowing all equipment types to be enchanted up to +3, and allowing cursed armor and shields to have any of -1, -2, or AC 9 enchantments. Swords can also be intelligent (this occurs 33.5 % of the time) giving them powers and ego similar to OD&D magical swords.
Spell scrolls can now only contain spells of up to 6th level, which could also be cast by 14th level magic users (although not by 14th level clerics).
The Mentzer Basic Set revises the item list again, adding a +2 shield and dagger as well as the sword; cursed equipment of all types is -1.
Spell scrolls in the Mentzer Basic Set retain their previous cap of 3rd level.
Artifacts and relics were not introduced into the Basic game until the Master set.
1st edition AD&D
In the 1st edition of AD&D, each normal (i.e., not cursed or an artifact) magic item has an experience value and a GP value; these statistics are used in item creation. The experience is awarded to player for finding the item, while the GP value represents the amount of money a character would typically get for selling it.Enhancement bonuses for swords and armor in these editions are generally capped at +5, except for artifacts. Non-sword weapons have only bonuses of +3 or lower (again, some artifacts exceed this limit). Cursed weapons and armor usually have a -1 enchantment, except in a few special cases.
Some staves and rods in these editions have additional properties beyond their spell-casting ability, often enabling them to be used as weapons.
In addition to spell scrolls, there are scrolls of protection. These items can be used to produce a magical field that repels a certain type of monster or protects against a certain effect; unlike spell scrolls, they do not need to be deciphered and can be used by all classes.
In the first edition, all artifacts are classed as miscellaneous magic items, even ones that are weapons, armor, or rings. Each artifact has a certain number of Minor, Major, and Prime Powers, and of Minor, Major, and Side Effects which trigger when the item is acquired, or its Major and Prime Powers are used. The powers and effects are selected by the DM from a set of lists, so that players cannot predict the artifact's powers.
2nd edition AD&D
In the 2nd edition of AD&D, each normal magic item again has an experience value, which is given to the player character for successfully creating it. This edition has a similar item list to that of 1st edition, although the second edition core rules include many of the items that were introduced in the first edition rulebook Unearthed ArcanaUnearthed Arcana
Unearthed Arcana is the title shared by two hardback books published for different editions of the Dungeons & Dragons fantasy role-playing game...
.
The second edition does not cover artifacts in the core rules at all, instead describing them in a separate book, the Book of Artifacts
Book of Artifacts
The Book of Artifacts is a supplemental sourcebook to the core rules of the second edition of the Advanced Dungeons & Dragons fantasy role-playing game. This book, published by TSR, Inc. in 1993, details 50 different artifacts, special magic items found within the game at the Dungeon Master's...
.
3rd and 3.5 editions
In the 3rd and 3.5 editions, magic items are divided not only into the traditional nine categories, but also by body slot; two items worn on the same body slot will not function. Each magic item has a caster level, and normal magic items have a price.Enhancement bonuses for weapons and armor are always capped at +5 for regular items (it no longer depends on weapon type), but this cap is lifted not only for artifacts but also for epic-level items.
Potions and oils, in these editions, generally reproduce the effects of low level spells. Likewise, wands and staves also reproduce standard spell effects; wands contain charges of a single spell (which will cost only one charge), while staves contain multiple spells, some of which can cost more than one charge to activate. A few types of staves, such as the staff of power, have additional properties.
Unlike staves and wands, 3rd edition magical rods generally do not mimic spells or have charges, and can be activated by anyone.
The third edition uses the term "wondrous items" in place of "miscellaneous magic items". It split artifacts into "minor" and "major" categories; the major artifacts being equivalent to the artifacts of the earlier editions, while the minor artifacts included non-creatable but non-unique items such as the magic books or spheres of annihilation
Sphere of annihilation
A sphere of annihilation is a fictional magic item in the Dungeons & Dragons fantasy role-playing game.-Publication history:The sphere of annihilation appeared in first edition Advanced Dungeons & Dragons in the original 1979 Dungeon Master's Guide...
.
4th edition
In the 4th edition, magic items are divided into 12 broad categories: armor, implements, weapons, rings, consumables, wondrous items, and items which occupy the arms, feet, hands, head, neck and waist slots. Standard magic items have a level from 1 to 30 and a cost in gold pieces. With the exception of consumables, which use a separate cost table, items of the same level have the same cost. Wands, rods, and staves are all considered implements in the new edition; staves are considered to be weapons as well.The powers of magic items are divided into at-will, encounter, daily, healing surge and consumable powers. The first three classes function like their class power counterparts, being limited in usage by the character's level. Healing Surge powers function like daily powers; however, they can be recharged by expending a healing surge. Consumable powers are generally found on consumable items, a class which includes potions, elixirs, reagents, and whetstones.
Properties are passive, unlimited-use effects of magic items, such the carrying capacity and weight reduction of a bag of holding. Enhancement bonuses can now be found on implements and neck slot items as well as armor and weapons; they range from +1 to +6, and each bonus level is associated with a particular range of character levels. The enhancement bonus on a neck-slot item applies to all defenses.
Scrolls are no longer classified as magical items. Ritual scrolls are single use consumable items, each of which contains a specific ritual (4th edition's equivalent of non-combat spells), halves the time required to perform that ritual and allows it to be performed without a ritual book. After it has been expended, a ritual scroll crumbles to dust.
Artifacts are unique, powerful magic items. Unlike typical magical items, artifacts have tiers (heroic, paragon or epic) rather than levels, and don't have costs. An artifact's power depends on its current attitude towards its wielder, and they can "move on" when their goal is achieved.
Examples
The vorpal sword first appeared in Supplement I: GreyhawkGreyhawk (supplement)
Greyhawk is a supplementary rulebook written by Gary Gygax and Robert J. Kuntz for the original edition of the Dungeons & Dragons fantasy role-playing game...
(1976), listed as "Vorpal Blade", and later appeared in the original Dungeon Master's Guide
Dungeon Master's Guide
The Dungeon Master's Guide is a book of rules for the fantasy role-playing game Dungeons & Dragons...
(1979), listed as "sword, vorpal weapon". The name of the sword is derived from the vorpal sword mentioned in Lewis Carroll
Lewis Carroll
Charles Lutwidge Dodgson , better known by the pseudonym Lewis Carroll , was an English author, mathematician, logician, Anglican deacon and photographer. His most famous writings are Alice's Adventures in Wonderland and its sequel Through the Looking-Glass, as well as the poems "The Hunting of the...
's "Jabberwocky
Jabberwocky
"Jabberwocky" is a nonsense verse poem written by Lewis Carroll in his 1872 novel Through the Looking-Glass, and What Alice Found There, a sequel to Alice's Adventures in Wonderland...
", apparently a reference to the boy's decapitation of the Jabberwock. The designers of the Dungeons & Dragons
Dungeons & Dragons
Dungeons & Dragons is a fantasy role-playing game originally designed by Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. . The game has been published by Wizards of the Coast since 1997...
role-playing game take "vorpal" to mean capable of decapitation
Decapitation
Decapitation is the separation of the head from the body. Beheading typically refers to the act of intentional decapitation, e.g., as a means of murder or execution; it may be accomplished, for example, with an axe, sword, knife, wire, or by other more sophisticated means such as a guillotine...
, specifically through magical means. "Vorpal swords" exist fictionally in various works, especially in role-playing game
Role-playing game
A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making or character development...
s and video games, where they are generally based on the Dungeons & Dragons concept. While its statistics have varied through the editions of the game, the weapon has been defined by its magical power to decapitate foes more easily than an ordinary weapon could. The vorpal blade in 4th edition Dungeons & Dragons does not behead opponents.
A ring of regeneration bestows magical ability of regeneration
Regeneration (biology)
In biology, regeneration is the process of renewal, restoration, and growth that makes genomes, cells, organs, organisms, and ecosystems resilient to natural fluctuations or events that cause disturbance or damage. Every species is capable of regeneration, from bacteria to humans. At its most...
upon its wearer. Because of the way that Dungeons & Dragons handles regeneration, the wearer is essentially immortal. Regeneration allows successful reattaching of severed limbs or regrowing them. Rings of regeneration can be given different levels of power by the Dungeon Master
Dungeon Master
In the Dungeons & Dragons role-playing game, the Dungeon Master is the game organizer and participant in charge of creating the details and challenges of a given adventure, while maintaining a realistic continuity of events...
. The magnitude of their regenerative abilities is given as a numerical value, which represents the number of hit points regained per combat round, or six seconds. A lesser form of regeneration that does not allow the regrowth of lost limbs is called fast healing.
Boots of speed
Seven-league boots
Seven-league boots are an element in European folklore. The boots allow the wearer to take great strides—seven leagues each step—resulting in great speed. The boots are often presented by a magical character to the protagonist to aid in the completion of a significant task...
enable the wearer to run very fast—usually as fast as a galloping horse
Horse
The horse is one of two extant subspecies of Equus ferus, or the wild horse. It is a single-hooved mammal belonging to the taxonomic family Equidae. The horse has evolved over the past 45 to 55 million years from a small multi-toed creature into the large, single-toed animal of today...
, or slower if the wearer is heavy. The wearer must usually rest for long periods after use.
Ioun stones are based on similar artifacts from Jack Vance
Jack Vance
John Holbrook Vance is an American mystery, fantasy and science fiction author. Most of his work has been published under the name Jack Vance. Vance has published 11 mysteries as John Holbrook Vance and 3 as Ellery Queen...
's Dying Earth series
Dying Earth series
The Dying Earth is a series of picaresque fantasy fixups by American author Jack Vance.-Works:The series consists of the following works:*The Dying Earth...
. When functioning, they float in a circular pattern around their bearer's head, and grant various benefits based on their color and shape. Two stones of the same type will repel each other, and when drained of power, a stone becomes a dull grey, but still possesses the characteristic floating. While useless to a mage, burned out stones can still yield a single psionic power point to a psionic character in 3rd and 3.5 editions. In the original Jack Vance stories IOUN stones are highly prized by arch-magicians, and are acquired from a race known as the archveults, who mine them from remnants of dead stars (in his book Rhialto the Marvellous). In 2E Dungeons & Dragons it had been conjectured in Dragon magazine that Ioun stones instead come from the Positive Material Plane. Dragon
Dragon (magazine)
Dragon is one of the two official magazines for source material for the Dungeons & Dragons role-playing game and associated products, the other being Dungeon. TSR, Inc. originally launched the monthly printed magazine in 1976 to succeed the company's earlier publication, The Strategic Review. The...
#174 featured an article that included many dozens of new types of ioun stone, as well as an article about an elemental lord
Archomental
In the Dungeons & Dragons fantasy roleplaying game, archomentals are powerful exemplary beings of the Elemental Planes and rulers over the elementals. Although they are not truly rulers of their planes, archomentals like to consider themselves as such and often grant themselves regal titles like...
who hordes ioun stones on his home plane of radiance. Under 3.0/3.5 editions of the rules they are instead manufactured by spellcasters in the same manner as other magical items.