Magic in fiction is the endowing of fictional characters or objects with magical powers.
Such magic often serves as a plot device, being the source of magical artifacts and their quests. Magic has long been a component of fantasy fiction, where it has been a mainstay from the days of Homer and Apuleius, down through the tales of the Holy Grail, Edmund Spenser's The Faerie Queene, and to more contemporary authors from J. R. R. Tolkien and C. S. Lewis to Ursula K. Le Guin, Robert Jordan, Terry Brooks, J.K. Rowling, Mercedes Lackey or Derek Landy
Within a work of fantasy, magic can function to move the plot forward, providing power for the hero of the story and/or power for those who oppose him/her. The use of magic is often a transformation of the character, if not the world.
In order to carry out its function, magic often carries a price, equal to its value. (See Limits to magic below.)
Historically, many writers who have written about fictional magicians, and the readers of such works, have believed that such magic is possible. In William Shakespeare's time, witches like the Weird Sisters in Macbeth and wizards like Prospero in The Tempest (or Doctor Faustus in Christopher Marlowe's play) were widely considered to be real. However, modern writers and readers treat magic as imaginary.
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 hoards, or recovered from fallen opponents; sometimes, a powerful or important magic item is the object of a quest.
Magical items are classified into several categories, depending to a certain degree on the game edition. 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.
Magic item can refer to:
Don't lose the wonder in your eyes
I can see it right now when you smile
Let me go back, for a while
Let me go back, for a while
To that magic time
You can call it nostalgia, I don't mind
Standing on that windswept hillside
Listenin' to the church bells chime
Listen to the church bells chime
In that magic time
Oh the road it never ends
Good to see you my old friend
Once again we sit right down and share the wine
Shivers up and down my spine
It's a feeling so divine
Let me go back for a while
Got to go back for a while
To that magic time
Oh the road it never ends
Good to see you my old friend
Once again we'll sit down and share the wine
And we'll go back in your prime
The sun is gonna shine
When we go back for a while
When we go back for a while
To that magic time
Don't lose the wonder in your eyes
It's right there when you smile
Got to go back, for a while
Got to go back, for a while
To that magic time
Call it nostalgia, I don't mind
Standing on that windswept hillside
Listenin' to the church bells chime
Listenin' to the church bells chime
In that magic time
If we go back, for a while
Let me go back, for a while