Types of Magical Items
While not all magical items from the books can be found on Wyrlde, many of them can be, with a few minor alterations. However, most of them will see changes to rarity, value, and ease of finding them. Additionally, Wyrlde does not always present things in the same way – while one may still find a Staff of Withering, one could just as likely find a ring of withering, a cloak of withering, or a bead of withering. The nature of the magical item is extremely variable, and so we will provide you with a table to help create these things.
Magical items must have a physical nature on Wyrlde, since they are always made by either a Power That Is or through some ritual effort. Objects are Imbued or Ingrained with the magical capacity or capability, and they have a set function that still must follow to some degree the core tenets of magic.
Item Classes
Wyrlde breaks magical items down differently than the default game. Instead of simple rarity, it does it based on the nature and source of the magic involved in the magical item’s creation and use. Wyrlde breaks magical items down into 25 Kinds and six Classes.
The six Classes of Magical items, numbered from 0 to 5, impact, how easily they are found, their value in sale (always half the actual), how they come to be, when they are found, if they can be bought, and the chance of their appearing in a hoard.
Class |
Nature |
Rarity |
Value (gp) |
Source |
Mastery |
Levels Found |
Can Buy? |
Chance |
0 |
Wondrous |
Uncommon |
500 |
Spell Casting & Ritual |
Novice |
1 – 4 |
Yes |
12% |
1 |
Palesecent |
Rare |
1000 |
Magical Affinity |
Yeoman |
5 – 8 |
Maybe |
10% |
2 |
Dimensional |
Very Rare |
5000 |
Near Dimensions |
Adept |
9 – 12 |
No |
8% |
3 |
Planar |
Legendary |
10000 |
Planar Dimensions |
Master |
13 – 16 |
No |
6% |
4 |
Vestige |
Limited |
25000 |
Legend & Myth |
Grand Master |
17 – 20 |
No |
4% |
5 |
Artifact or Relic |
Singular |
Priceless |
Powers That Be |
— |
13 – 20 |
No |
2% |
When Identifying an object, the information that can be gleaned about it will always include its Nature, Rarity, Source, and typically some element about it. Cursed items will always be deceptive – they will be structured to lie about their nature, pretending to be something that they are not, even to magical examination.
Legendary Rarity items always have a legend about them that will be revealed, even if it is a manufactured legend.
Class Descriptions
It is key to note that magical items are not common. The chance above would be rolled on a d% and any result higher than that chance means that an item would not be present. When determining treasure, you roll once for each degree of mastery equal to or lower than the party’s overall degree of mastery. So, a group of Novices would only get one chance, while a group of Yeomen would get two, and so on, with each chance being a single type.
No hoard will ever have more than six magical items in it.
Class 0 Items: Wondrous
There are some magical items which are thought of as ordinary, mere conveniences, typically fashioned by Ritual. They were once quite expensive, but these days are more routine and commonplace. Everyday magical items are often meant to deal with day-to-day needs and issues by the general population. They are helpmeets, useful and handy to have, created usually by a wright or smith of some type. This is the kind of magic that most people are familiar with – spells are not usually cast openly and are terrifying to see for most people. Sudden light shows and terrifying events have a way of stressing folks. It is important to note, however, that all magical items are magical – if it is not magical it is not a magical item.
Effort is made by many to ensure that people think of magic as a helper, a way to make some tasks easier. People do not think about how these items are fashioned – they think of how they are used and can be used.
Class 1 Items: Palescent
Class One items are somewhat more common and driven or empowered by more localized forces from the Plane of Mortality, and are linked to the varying Affinities of magic. They are much sought after by Novices. Items that grant a +1 are always Palescent.
Ephemeral
Ephemeral magical items are the items crafted using the phage of the Ephemeral, through the applications of simple and common rituals, and as such embody the nature of the world.
Arcane
Arcane are magical items typically infused with the power of Arcane magic. They will typically function as ways to cast spells without drawing on one’s own mana.
Divine
Divine are magical items infused with the power of Divine magic. They are most often concerned with buffs and healing.
Eldritch
Eldritch are magical items infused with the power of Eldritch magic. They an often lead towards strange and confusing paths.
Mystical
Mystical are magical items infused with the power of Mystical magic. They often have something to do with self-empowerment or development.
Primal
Primal are magical items infused with the power of Primal magic. They often have something to do with nature and the wild world.
Class 2 Items: Dimensional
Class Two items are typical magical items and begin to be found later within the Yeoman Degree of Mastery. Class 2 items and better always require attunement. Items that Grant a +2 are always Dimensional.
Demiplanar
These items tend to be associated with interdimensional spaces and places, typically twisted into pockets and imbued or ingrained into some form of container. They are often considered ways of storing something.
Fairy
Fairy magical items are crafted by Fey and Fell powers from the Fairywilde, and often have some trick to them, or are flights of fancy. They are noted for their artistic qualities, or their occasional cursed nature.
Elemental
Magical items which engage the powers of or the properties of the Elements and Elementals.
Astral
Items which are liked to, based in, or draw from, and those which grant abilities from the Astral Dimension.
Ethereal
Items which are liked to, based in, or draw from, and those which grant abilities from the Ethereal Dimension.
Class 3 Items: Planar
Class Three magical items are infused with some form of Planar Energy. They require attunement. They begin to be found around the Adept degree of Mastery. Items that grant a +3 are always Planar.
Planar Items have a strong likelihood of being assigned a purpose, or a rationale, for existing, and may often require the wielder to meet that goal or purpose. It should also be noted that Planar items draw, inspire, and cause the emotions that are associated with each of the Planes, and that each sort has sub types as well, based on the individual dimensions that exist within each plane.
Celestial
Celestial magical items are infused with the Celestial Plane, always benign, and benevolent.
Infernal
Infernal magical items are cursed and deadly, infused with the Infernal, often laid as traps for the unwary.
Nethian
Nethian magical items are peculiar and strange, infused with the essence of the Nether Plane. They are sometimes called Nightmarish.
Shaded
Shaded magical items are infused with forces from the Shadow Plane. They are sometimes called Dreamy.
Radiant
Radiant magical items are infused with the power of the Radiant Plane, and typically have an impact on luck, fortune, or fate.
Necrotic
Necrotic magical items are infused with the power of the Necrotic Planes, and typically have something to do with death, life, and undeath.
Class 4 Items: Vestiges & Mythicals
These items are typically very few – usually not more than twenty-five of any given type, and all have a history that dates to the God’s War (Mythical) or the Age of Legend, when they were used. They are genuinely legendary – there are legends about them, and from those legends one can learn quite a lot. All Vestige items require attunement. They begin to be found around the master’s degree of Mastery.
Vestige and Mythical magical items tend to be powerful, and potent, and carry risks with them. Many Vestiges are sentient, and serve some aspect of Alignment, singly or in any combination that does not include diametric opposites. Any weapon or armor that grants a +4 is considered to be a Vestige.
Class 5 Items: Artifacts & Relics
Singular items are one of a kind – there is only one of them, and there will never be another. They tend to seek out those who have achieved a Grand master’s degree of Mastery. Weapons and armor that grant a +5 are considered Artifacts or Relics, and only one of them will exist at any given time.
Artifacts and Relics are the rarest form of magical item, always sentient in and of themselves. A Relic is a divine object, everything else is an Artifact. They can only be crafted by someone who has gone Beyond the Pale. Artifacts will attune themselves, often with a price, and not always one those they choose enjoy.
Kinds of Magical Items
Kind of Item |
Examples |
Rarity | |||||
Amulets |
Amulets |
Medallions |
Necklaces |
Periapts |
Talismans |
Pendants |
Uncommon |
Armor |
Armor |
Shields |
Gauntlets |
Helms |
Rare | ||
Baubles |
Crystals |
Cubes |
Globes/Spheres |
Gems |
Shards |
Stones |
Very Rare |
Bodily |
Eyes |
Ears |
Hands |
Heads |
Feet |
Teeth |
Legendary |
Burnt |
Braziers |
Candles |
Censers |
Incense |
Legendary | ||
Containers |
Bags |
Bottles |
Chests |
Flasks |
Packs |
Pouches |
Uncommon |
Houseware |
Baskets |
Crocks |
Jugs |
Pails |
Pans |
Utensils |
Rare |
Decoration |
Broach/Scarab |
Beads |
Fans/Scarves |
Rings |
Earrings |
Hair Acc. |
Uncommon |
Devices |
Constructs |
Clockworks |
Shackles |
Locks |
Legendary | ||
Elixirs |
Elixirs |
Potions |
Oils |
Ointments |
Uncommon | ||
Flying |
Brooms |
Boxes |
Carpets |
Casks |
Cauldrons |
Wings |
Legendary |
Batons |
Wands |
Rods |
Staves |
Uncommon | |||
Gameries |
Card Decks |
Dice |
Games |
Toys |
Very Rare | ||
Garments |
Capes |
Coats |
Cloaks |
Mantles |
Robes |
Tabards |
Very Rare |
Mounted |
Barding |
Harness |
Horseshoes |
Saddles |
Tack |
Yoke |
Very Rare |
Musicals |
Bells |
Chimes |
Horns |
Gitars |
Drums |
Instruments |
Very Rare |
Pincheries |
Dusts |
Herbs |
Powders |
Smokes |
Uncommon | ||
Raiment |
Belts |
Bracers/Gloves |
Headwear |
Headgear |
Clothes |
Footwear |
Uncommon |
Scrolls |
Inks |
Pens |
Pigments |
Quills |
Scrolls |
Volute |
Rare |
Symbols |
Figurines |
Symbols |
Tattoos |
Tokens |
Legendary | ||
Tomes |
Books |
Compendiums |
Grimoires |
Manuals |
Tomes |
Codex |
Very Rare |
Tools |
Keys |
Chains |
Ropes |
Tools |
Lanterns |
Poles |
Very Rare |
Vehicles |
Boats |
Carts |
Ships |
Wagons |
Very Rare | ||
Vessels |
Bowls |
Cauldrons |
Mirrors |
Soultraps |
Legendary | ||
Weapons |
Ammunition |
Firearms |
Blades |
Bows |
Thrown |
Weapons |
Rare |
Kind Descriptions
Amulets
Amulets are a group of items that are worn on a cord or chain around the neck, and require contact with the skin to work.
Amulets are protective and defensive, mostly abjuring.
Talismans are divinatory and necrotic
Periapts are illusory and enchanting.
Medallions are evocative and transmutable.
Pendants can generally be anything.
Armor
Armor on Wyrlde comes in many formats, but can basically be narrowed down to just Cloth, Hide, Woven, Chain, and Scale, with Breastplates (Cuirass or Bustier), Helms, Gauntlets, Greaves, Bracers, and Boots a part of the whole.
Shields are counted as Armor, as well, and can vary in size and shape.
Without Plate Armor, armor has a greater import, and magical or enchanted armor is highly sought out. Plate, generally speaking, is mocked except in Lyonese, where the breastplate and armored skirts of Lyonian Half plate is as close as one gets.
Bauble
Baubles are all the little items, the Crystals, Gems, Jewels, Shards, Stones, Orbs, Globes, Spheres, and whatnots that are left without settings, and used as they are, or perhaps wrapped in a bit of cord. Baubles are very much a popular item among the powerful because they are so easily overlooked, so simple to conceal (except for ioun stones).
Bodily
This is the category for any kind of actual or artificial object that represents or is part of a person. Eyes, Ears, Hands, Feet, Heads, Teeth, Bones, Hair (wigs), the list goes on. Things that the DMG lists as “Eyes” are often Lenses, in spectacle form, and thos are found under devices. This is for actual body parts.
Burnt
This is for those items that need to burn something or that need to be burnt. Examples are Braziers, Censers, Candles, and packets of herbs.
Containers
This is the Bags, Bottles, Chests, Flasks, Packs, and Pouches, the things that other stuff is stored in. It specifically means the items that are themselves magical – not the contents of them.
Houseware
If it is a common household item, then it goes here, such as Tankards, Jugs, Plates, and Cups.
Decoration
Worked Jewelry falls into this category, including things such as a Broach, Scarab, Rings, Earrings, Beads, Fans, Scarves, Hairpins, Hairbows, and other decorative embellishments that are worn, including piercings.
Devices
Constructs, Clockworks, Locks – if it is a mechanical item, odds are good it goes here.
Elixirs
Elixirs, Potions, Oils, Ointments – the contents of a container that are magical is what this is for. They are the most popular and widely used of all magical items.
Flying
Brooms, Carpets, Cauldrons, the ways that one can fly are often peculiar, and always a class of their own.
Focals
Batons
Often called “wands” by those who are less well informed, a baton is one of the more common magical items. Batons are often artistically formed from and shaped from multiple bits, but are always of a uniform diameter, and between 3 and 7 inches in length.
Wands
Wands are made from a mixture of different materials into a 12 to 18 inch long, narrow stick that is thicker at the base than the tip. Wands are unusual in that part of their activation always requires a gesture, and the gesture will be different for each person, even if they are using the same wand.
Rods
Rods are generally ¾ to 1 inch in diameter, topped by some form of crest portion, and are generally 2 to 3 feet long. Rods are only very rarely made of wood.
Staves
Staves are 4 to 7 feet long, two to three inches in diameter, and usually have an ornate top of some sort. They are almost always made of wood, fused with other materials.
Gameries
If you play with it, it goes here. Dice, Card Decks, Dolls, Cubes, Games and game pieces (beware the dreaded Wizards Rook!) are all the kinds of things one can find here.
Garments
Capes, Cloaks, Coats, Mantles, Robes, and Tabards – it is the outerwear of the magical item world.
Mounted
All Mount related gear. If you use it on a mount, this is where it would go.
Musicals
All musical instruments. This is, naturally, the favorite category of Bards.
Pincheries
Dusts, Powders, Herbs, “and other things that are pinched” is the official description, but it is mostly for items that are used and fashioned in the same way, and is not a broad category except among Witches and Warlocks.
Raiment
Belts, Boots, Bracers, Gloves, Slippers, Caps, Circlets, Hats, Headbands, Clothes as a whole, no matter what they are, though it can be a shock to learn your Shirt is really a Shirt of Eyes when they all open up and then the darn thing gets mad at you for putting on a cloak.
Scrolls
Scrolls, Quills, Pens, Brushes, Pigments, and Inks all go here, the magical power of them classified into this grouping.
Scrolls are normally fashioned as rolled and sealed pages, the seal describing the spell in Caligulan. Scrolls can be on vellum, hide, skin, bark, slats tied together, or other structure, but they all have in common the seal, and they are rolled. Some scrolls will be loose and open, while others will be in tubes that have a spring to draw back in and protect the scroll.
Spell scrolls are extremely expensive, very difficult to find, but most cities and some scattered towns will have a Sigilcroft, where they can be bought or copied for a fee. The typical fee for buying is 1500 quid (gp), while copying may be as little as 100 quid, or as much as 1000, depending on the spell.
Quills will be fashioned from some rare feather, usually off a giant bird of some sort, and then fused with precious metal before it is imbued. Pens are focused mostly on the nibs, and most pens require useful ink.
Ink can come as a block, needing water or some other liquid to become usable, and pigments are always meant to be used in something, such as a dye, ink, or paint.
Symbols
Symbols, Figurines, Tokens, and Tattoos – the symbolism category, that requires something be fashioned.
Tomes
This is the category for all the books. In all their forms. If they are a magical book, they go here – and note that the book itself is magical. Spell books go to Scrolls.
Tools
Keys, Tools, Lanterns, Shackles, Chains, Ropes, Poles – the whole collection of tools and usefl items goes here.
Vehicles
Carts, Wagons, Boats, Ships – by sea, sky, land, or undersea, this is their category.
Vessels
A vessel is something meant to contain something else, such as Bowls, Cauldrons, and Mirrors. Vessels are the preferred item for choice for long distance scrying.
Weapons
This category covers all the weapons – and it should be noted that nearly any weapon can have any of the assorted properties of any other. It is magic, after all, and nothing says business like a Flaming Axe or Frost Spear.