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. Their fictional appearance is as old as the Iliad in which Aphrodite's magical girdle is used by Hera as a love charm. [1]
Magic items often act as a plot device to grant magical abilities. They may give magical abilities to a person lacking in them, or enhance the power of a wizard. For instance, in J.R.R. Tolkien's The Hobbit , the magic ring allows Bilbo Baggins to be instrumental in the quest, exceeding the abilities of the dwarves. [2]
Magic items are often, also, used as MacGuffins. The characters in a story must collect an arbitrary number of magical items, and when they have the full set, the magic is sufficient to resolve the plot. In video games, these types of items are usually collected in fetch quests.
Certain kinds of fairy tales have their plots dominated by the magic items they contain. One such is the tale where the hero has a magic item that brings success, loses the item either accidentally ( The Tinder Box ) or through an enemy's actions ( The Bronze Ring ), and must regain it to regain his success. [3] Another is the magic item that runs out of control when the character knows how to start it but not to stop it: the mill in Why the Sea Is Salt or the pot in Sweet Porridge . [4] A third is the tale in which a hero has two rewards stolen from him, and a third reward attacks the thief. [5]
Many works of folklore and fantasy include very similar items, that can be grouped into types. These include:
In role-playing games and fantasy literature, an artifact is a magical object with great power. Often, this power is so great that it cannot be duplicated by any known art allowed by the premises of the fantasy world, and often cannot be destroyed by ordinary means. Artifacts often serve as MacGuffins, the central focus of quests to locate, capture, or destroy them. The One Ring of The Lord of the Rings is a typical artifact: it was alarmingly powerful, of ancient and obscure origin, and nearly indestructible.
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In Dungeons & Dragons , artifacts are magic items that either cannot be created by players or the secrets to their creation is not given. In any event, artifacts have no market price and have no hit points (that is, they are indestructible by normal spells). Artifacts typically have no inherent limit of using their powers. Under strict rules, any artifact can theoretically be destroyed by the sorcerer/wizard spell Mordenkainen's Disjunction, but for the purposes of a campaign centered on destroying an artifact, a plot-related means of destruction is generally substituted. Artifacts in D&D are split into two categories. Minor artifacts are common, but they can no longer be created, whereas major artifacts are unique – only one of each item exists. [6]
In the Harry Potter series by J. K. Rowling, several magical objects exist for the use of the characters. Some of them play a crucial role in the main plot. There are objects for different purposes such as communication, transportation, games, storage, as well as legendary artifacts and items with dark properties.
A fairy tale is a short story that belongs to the folklore genre. Such stories typically feature magic, enchantments, and mythical or fanciful beings. In most cultures, there is no clear line separating myth from folk or fairy tale; all these together form the literature of preliterate societies. Fairy tales may be distinguished from other folk narratives such as legends and explicit moral tales, including beast fables. Prevalent elements include dwarfs, dragons, elves, fairies, giants, gnomes, goblins, griffins, mermaids, talking animals, trolls, unicorns, monsters, witches, wizards, and magic and enchantments.
A fantasy world or fictional world is a world created for fictional media, such as literature, film or games. Typical fantasy worlds feature magical abilities. Some worlds may be a parallel world connected to Earth via magical portals or items ; an imaginary universe hidden within ours ; a fictional Earth set in the remote past or future ; an alternative version of our History ; or an entirely independent world set in another part of the universe.
A quest is a journey toward a specific mission or a goal. It serves as a plot device in mythology and fiction: a difficult journey towards a goal, often symbolic or allegorical. Tales of quests figure prominently in the folklore of every nation and ethnic culture. In literature, the object of a quest requires great exertion on the part of the hero, who must overcome many obstacles, typically including much travel. The aspect of travel allows the storyteller to showcase exotic locations and cultures. The object of a quest may also have supernatural properties, often leading the protagonist into other worlds and dimensions. The moral of a quest tale often centers on the changed character of the hero.
In fantasy fiction, a lich is a type of undead creature.
HeroQuest, is an adventure board game created by Milton Bradley in conjunction with the British company Games Workshop. The game was loosely based around archetypes of fantasy role-playing games: the game itself was actually a game system, allowing the gamemaster to create dungeons of their own design using the provided game board, tiles, furnishings and figures. The game manual describes Morcar/Zargon as a former apprentice of Mentor, and the parchment text is read aloud from Mentor's perspective. Several expansions were released, each adding new tiles, traps, artifacts, and monsters to the core system.
Eberron is a campaign setting for the Dungeons & Dragons (D&D) role-playing game. The game is set primarily on the continent of Khorvaire following a vast destructive war. Eberron is designed to accommodate traditional D&D elements and races within a differently toned setting; Eberron combines a fantasy tone with pulp and dark adventure elements, and some non-traditional fantasy technologies such as trains, skyships, and mechanical beings which are all powered by magic.
An incantation, a spell, a charm, an enchantment or a bewitchery, is a magical formula intended to trigger a magical effect on a person or objects. The formula can be spoken, sung or chanted. An incantation can also be performed during ceremonial rituals or prayers. In the world of magic, wizards, witches, and fairies allegedly perform incantations.
The magic in Dungeons & Dragons consists of the spells and magic systems used in the settings of the role-playing game Dungeons & Dragons (D&D). D&D defined the genre of fantasy role-playing games, and remains the most popular table-top version. Many of the original concepts have become widely used in the role-playing community across many different fictional worlds, as well as across all manner of popular media including books, board games, video games, and films.
Fantasy tropes are a specific type of literary tropes that occur in fantasy fiction. Worldbuilding, plot, and characterization have many common conventions, many of them having ultimately originated in myth and folklore. J. R. R. Tolkien's legendarium for example, was inspired from a variety of different sources including Germanic, Finnish, Greek, Celtic and Slavic myths. Literary fantasy works operate using these tropes, while others use them in a revisionist manner, making the tropes over for various reasons such as for comic effect, and to create something fresh.
The Aarne–Thompson–Uther Index is a catalogue of folktale types used in folklore studies. The ATU Index is the product of a series of revisions and expansions by an international group of scholars: originally composed in German by Finnish folklorist Antti Aarne (1910), the index was translated into English, revised, and expanded by American folklorist Stith Thompson, and later further revised and expanded by German folklorist Hans-Jörg Uther (2004). The ATU Index, along with Thompson's Motif-Index of Folk-Literature (1932) – with which it is used in tandem – is an essential tool for folklorists.
The Book of Exalted Deeds is an optional sourcebook for the 3.0 edition of the Dungeons & Dragons role-playing game published by Wizards of the Coast (WotC) in 2003. It provides supplementary game material for campaigns involving characters of good alignment. Within the game, there is also a powerful magical artifact of the same name.
"Jorinde and Joringel" is a German fairy tale collected by the Brothers Grimm. It is Aarne–Thompson 405. The tale is found virtually exclusively in Germany, barring a Swedish variant, although Marie Campbell found a variant in Kentucky, "The Flower of Dew". The story is known in many English translations as "Jorinda and Jorindel".
A magic ring is a mythical, folkloric or fictional piece of jewelry, usually a finger ring, that is purported to have supernatural properties or powers. It appears frequently in fantasy and fairy tales. Magic rings are found in the folklore of every country where rings are worn. Some magic rings can endow the wearer with a variety of abilities including invisibility and immortality. Others can grant wishes or spells such as neverending love and happiness. Sometimes, magic rings can be cursed, as in the mythical ring that was recovered by Sigurð from the hoard of the worm Fáfnir in Norse mythology or the fictional ring that features in The Lord of the Rings. More often, however, they are featured as forces for good, or as a neutral tool whose value is dependent upon the wearer.
The Arms and Equipment Guide is the name of two supplementary rule books for the Dungeons & Dragons fantasy role-playing game. Each describes various equipment that can be used in a campaign.
The lich is an undead creature found in the Dungeons & Dragons (D&D) fantasy role-playing game. Liches are spellcasters who seek to defy death by magical means.
"The Water of Life" is a German fairy tale collected by the Brothers Grimm, tale number 97.
A magician, also known as an archmage, mage, magus, magic-user, spellcaster, enchanter/enchantress, sorcerer/sorceress, warlock, witch, or wizard, is someone who uses or practices magic derived from supernatural, occult, or arcane sources. Magicians are common figures in works of fantasy, such as fantasy literature and role-playing games, and enjoy a rich history in mythology, legends, fiction, and folklore.
The Magic Item Compendium is a sourcebook written for the 3.5 edition of the Dungeons & Dragons fantasy role-playing game.
In the Dungeons & Dragons fantasy role-playing game, a magic item is any object that is imbued with magic powers. These items may act on their own or be the tools of the character possessing them. Magic items have been prevalent in the game in every edition and setting, from the original edition in 1974 until the modern fifth 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 hoards, or recovered from fallen opponents; sometimes, a powerful or important magic item is the object of a quest.
Magic in fiction is the endowment of characters or objects in works of fiction or fantasy with powers that do not naturally occur in the real world.