Magic Item
A magic item is any object with magical powers that can be used to affect the game's setting. Items may be weapons, armour and other tools that permit the overcoming of obstacles or the creation of things; they may allow the control of other creatures through charm and other forms of mastery; they may heal or bring back the dead; they may protect the player from harm; they may allow unnatural forms of travel; they may, in fact, produce effects of any kind that can be conceived of within the campaign.
Contents
While prevalent within the game, the power of magic items also makes them dangerous to the game's playability. Forethought and consideration are needed in providing these items to players, since an unbridled accumulation of magic items also means the acquisition of power on a scale that "breaks" the game itself. Therefore, when dispensing these items, the DM must practice moderation. Moreover, magic items must not be available for sale; if gotten easily, the relative power of the item should be slight at best. Even moderately powerful items should require considerable effort to obtain, and anything of great power should sincerely challenge the player's resolve. It simply makes no sense for characters to accumulate so many items that they "boast and strut about with scores of mighty magical items, artefacts and relics adorning them like they were Christmas trees decked out with tinsel and ornaments."
Forms of Item
There are many falsehoods associated with magical items but there is one that specifically needs refutation: ordinary magic items are designed to be simple for the user and don't require the use of code words or special commands. Some items are made for specific character classes and therefore can only be understood and implemented by that class.
In all, there are ten categories of magic item. Ordinary forms include armour, potions, rings, rods, scrolls, staves, wands, weapons and miscellaneous magic. Each of these types have been reproduced in their hundreds, even their thousands, while with others there are only a few throughout the world. The tenth category of item is the artefact; these are such unusual items that they are wholly unique, because the powerful nature of these items denies the possibility of duplication.
Details and links to descriptions for these items can be found on their individual pages.
Creation of Magic Items
The ability to create magic items isn't gained through the accumulation of levels but through the accumulation of sage knowledge, which permits the character to possess certain sage abilities that, in turn, allows them to manufacture each item:
- Armour must be made by a character who studies metal armour, using the sage ability, create magic armour. The mithril that's used for this process must be forged by a character who studies metalsmithing, with the expert sage ability, enchant metal. Wooden
- Potions require the expert-status ability, potion-making, which can be had through alchemy. Potions must then be stored in special ceramic flasks that sustain their useful effects; these flasks are created through the potion bottle ability, related to the study of ceramics modelling.