The Origins of Magical Artifacts in Dungeons Dragons
The Origins of Magical Artifacts in Dungeons Dragons
Magical artifacts in the world of Dungeons Dragons are not created by a single entity. They are a collaborative effort between game developers and players, each adding their unique flair and creativity. From unique campaign worlds to lost knowledge, this article explores the three favorite methods of creating magical items in different game settings.
Magical Items Involving Bound Souls
Not all magical items are created equal. Some involve the sacrifice of souls, whether mortal, demon, or celestial, and have wills communicated telepathically to their attuned owners. These items are timeless until ritually destroyed and were created by elders of the cosmos, with a few evil wizards tampering with forces not meant for mortal hands.
Perfect for 5E/4E Games and 13th Age
In 5E/4E games and 13th Age, magical items are limited through attunement. Each item creates a personality quirk in its owner. Attunement is explained because the mind can only tolerate the whispers of so many bound souls before unraveling into madness. This method adds a psychological element to the game, making players more cautious with how they acquire and use these powerful items.
Magic as Technology
Imagine a world where magic is as commonplace as technology. In these settings, magic items are created by arcane tinkerers and are fully interchangeable with non-arcane technology. A fire-enchanted blade is functionally identical to one that relies on an oil reservoir and striker, both performing the same 1 flaming swords function.
Ideal for Pathfinder/3x Games
In Pathfinder/3x games, magic items are esoteric but commonplace. This setting mirrors the 1800s where monoculars and timepieces were part of daily life. Magic items are ubiquitous, yet still mysterious and fascinating. This approach makes the game feel grounded and familiar, while still allowing for the incredible and fantastical elements of DD.
Lost Knowledge of Ancient Magic
Another method involves lost knowledge and forgotten spells. Long ago, archwizards understood the creation of spells and the binding of arcane energies to steel, but for reasons unknown, these wizards only recorded spells. Since those ancient days, trained practitioners have been able to work the old magics but not create new spells or items.
Suitable for Eberron, Forgotten Realms, Dark Sun, and Alternate History Games
In games like Eberron, Forgotten Realms, and Dark Sun, and in an alternate history setting, magic items are rare artifacts of unknowable age. They are almost never available for purchase, often found only within tombs and ruins. Players who are lucky enough to own enchanted items are borrowing them from history, and it is wise to keep their newfound powers a secret. This method adds an element of history and mystery, making the game world feel rich and complex.
Bonus: Runic Items combining All Three Methods
Regardless of which method you choose, consider the addition of Runic Items. A lost and poorly understood form of magic, Runic Items combine the three methods mentioned above. Made from rune metal, which is utterly indestructible and ancient, Runic Items are powered by soul energy.
Details of Runic Items
tRunic Items replicate spell effects in magnitude according to their use and drain CON from the user accordingly. tA runic cube that purifies water will drain 1 CON per spell level used, even if it is at level 0 or 6. tThe caster will not know the spell level or how the item functions before casting. This adds an element of surprise and risk to the game.Attribute points lost in this manner should be allowed to heal no quicker than one point per day. This method adds a layer of complexity and danger, making the game more immersive and challenging.