Magical Items in Wyrlde are sorted according to their commonality and their source.
Magic in Wyrlde is often used for simple tasks, but it is still somewhat newish. Wyrlde is about using magic as an aid, not a replacement for technology. Indeed, the underlying nature of magic is so unpredictable that it cannot be used as a technology.
Magical items are grouped by their nature and range from the commonplace to the extraordinarily rare.
Magical Items beyond Class 0 (Zero) items are uncommon and cannot be purchased, though they may be part of a reward. Most magical items are hard to find, difficult to fabricate, or simply only useful in the day-to-day lives of the average person. Those that are often come from Akadia or Lyonese and are Class 0 items.
Magic here is not a replacement for technology; it is not a capacity that most people have. Mages tend to find themselves pushed by society into places and positions that may not be suitable for them, or they are off galivanting around, always barely trusted, unless they can find a way to make things that meet the needs of people.
It has not always been this way. In ages past, there were great wizards and mighty witches and powerful warlocks who created items and then, over the years, lost them or gave them away or those items fell by the wayside. Magic items were created to serve a particular purpose. These older items, created in times of trouble and strife, are much rarer than the still uncommon everyday kinds of things.
This means that magical items beyond the things that people who don’t use magic are familiar with are very unusual, and there is a very slim chance they will be present. This is not a zero chance, however – it ranges from 12% for the uncommon to 2% for the mythical. This rarity is further enhanced by the extremely limited number of the most powerful items – Legendary items are never more than 25 in number, and beyond that are only singular items.
It is notable that while these lists generally avoid noting particular makers, it is fairly standard that a magical item will be named after someone – a difference between spell work and magical items is that Mages do not often get credit for spells, but they always get credit for magical creations.
As a result, a ring of invisibility that one comes across will have a name of some sort – “Haladrin’s Circle of Unseeing”, for example, or “Molzur’s Marvelous Manacle”. This may continue even when the object is made by others – the technical name for the mysterious whatever that allows Skyships to operate is “A Means, Method, And Motivational Marvel For The Uplifting And Motion Of Moveable Objects In Relation To The Terrain Being Crossed At Height.”
Those who imbue or ingrain typically have a particular calling to that craft and are often artisans who practice the rituals and work to constantly improve or alter them. These artisans have mastered and often adapted the core rituals which enables them to use a somewhat broad selection of magic that causes offense in the High Towers of Akadia but gives the average person at least a sense of competing on the same stage. There are many small, dedicated shops filled with people who engage in the creation of simple objects in Lyonese.
Crafting a magical object requires first that the object be created as a mundane item, although often there are unique requirements and ingredients or specific materials that must go into it. Sometimes that item may require manufacture at certain times and under certain conditions.
Imbuing is the act of setting a sigil upon an object. It need not be visible, though it can often be sensed by those attuned to doing so. Imbuing’s effects are limited, impermanent, and things which need to be recharged are usually imbued.
The Ritual of Imbuing requires a base of 28 hours minus the Level of the Focal.
Ingraining is the act of setting a sigil within an object. It need not be visible, though it can often be sensed by those attuned to doing so. Ingraining makes the work permanent and adds seven days to the casting time of a ritual. Items which are ingrained have the spell fused to them, they become a part of it, a conduit for it, and it is often said that ingrained objects are the truest expression of magic, for they fix a sigil in form, place, space, and time.
The Ritual of Ingraining has a base of 56 hours minus the level of the Focal. Each additional person contributing to the ritual reduces the time by 1 hour.
All magical crafting requires a ritual. For charged items, that ritual is a Ritual of Imbuing. For object with more permanent capabilities, that ritual is the Ritual of Ingraining.
In both cases, the ritual requires a room large enough to hold a ritual circle, the center of which must be capable of containing the object to be imbued or ingrained. This is generally 5 times the size of the object. The spell to be imbued or ingrained must be a spell that can be cast by the focal, and the mana for it comes from all who are casting equally, with extra coming from the Focal.
Crafting the ritual is a Mana Check with a DC determined by the DM. Generally speaking, Class 0 items are a DC 10. Class 1 items are a DC 15. Class 2 items are a DC 20. Class 3 items are a DC 30.