Every fantast game tends to involve magic in some way, whether it happens to be as minor as a handful of weird races like elves, dwarves, orcs, and kobolds, or as grandoise as the party getting equipped with ancient artifacts and potent archmage spells. Magic is part of what defines fantasy; take it away and you you have Historical Gaming or a What If game. And so, in this section, the treasures of magic will be collected. Magical items, artifacts, spells both arcane and divine, and possible rule tweaking all neatly sorted. Of course, submissions are welcome, and even encouraged; unless something painfully offends my sense of balance, I'll gladly post it.
And now, on to the real meat of this page.
Potions, Oils, Elixirs, and Philters - whether the simple fluke of alchemy or the result of dedicated research, these things are one of the most valuable expendable resources adventurers can have. With effects from the famed healing potion to the exotic Elixir of Dragon Control and the entertainment of the Philter of Love, many parties have been saved by one or two of these.
Wands, Rods, and Staves - What would a good spellslinger be without his wands and his trusty stave? A lot less power is what. Storehouses of contained magical power, these items can turn even a weak wizard into a potential powerhouse, well before he gets those higher-level megaspells.
Rings and Other Jewelry - We all know about the One Ring, and some of us know about genines from rings rather than lamps. This is where a lot of minor, often overlooked magic lies in wait, ready to help and hinder the party at the whim of the Game Master.
Scrolls, Tomes, Manuals, and Other Writings - From one-shot spell scrolls and stat manuals to enduring magical maps and the potent Words of the Gods, writing is one of the more powerful ways to contain magic. Even a housewife can cast a Wish from a scroll, and a high-level mage with enough time could pen a library of destruction powerful enough to lay waste to an entire kingdom.
Weapons - From Excalibur to Glamdring to Sting, magical weapons are a staple that everyone wants - especially the warriors who cannot use magic otherwise. Whether the common sword and dagger, or something much more exotic, weapons are one of the central points of most fantasy games - and magical weapons even moreso.
Armor - Unusual armor tends to get overlooked by players and Game Masters alike in favor of flashy weapons and powerful spells, but without a good suit of armor even a kobold has the potential to off you. Here are the suits of armor that go beyond a lowly descriptions such as 'chain mail +2'.
Cloaks, Boots, Belts, Girdles, and a Lot of Other Clothing - Face it, a man in a cloak is easier to ignore than a man in a suit of plate mail, right? So here are all the pieces of clothing which some clever mage or priest enchanted for whatever reason. Of course, sometimes the magic backfires, but that's always a risk, right?
Miscellany - From magical dusts, enchanted insturments, and bizarre things like the Apparatus of Kwalish, this is the catchall category for magical items. If it doesn't fit anywhere else, it goes here, stored among other strange and unusual applications of the magical arts.
Arcane Spells - From the lowly Cantrip to the famous power of the Wish spell, arcane magic is the domain of the wizard. Herein are the odd spells which have never found their way into any books that I know of - from the amusing Unseen Presence to the more combat-oriented Boneblast and Malestrom.
Divine Spells - Different gods off different magics, and some offer entirely new spells to priests of sufficient will. Here are such spells as Deflection Field, Shadowhand, and the popular Shadow Shock, available to pirests of gods with the proper domains of power.
Other - Some beings can work magic without resort to either wizardry or divine aid, and some spells are impossible to classify, as wizards and priests can both tap their power. These are those odd spells, unclassifiable save as 'different', whether they be the Converse spell or the potent Starlance.
There's always something about doing things the Official Way that rubs someone the wrong way. Whether it's them wanting to play a cold mage and not having any cold spells, or wanting to be an arcane healer, there's always someone who wants to bend and warp the rules to do something not originally intended. Here are comments, ideas, and possible rules to handle these peculiar people who just want to be unique, without breaking the game too badly.
Stylistic Changes - Want to be a coled mage, but can't find cold spells? Here's a method for it, without actually altering the rules at all.
Rule Changes - Arcane Healers, Divine Blastmasters... The sort of things the rulebooks warn against letting happen. Here, instead, and some possibilities to let it happen without breaking the game.