This section is not about crafting magical items. For that you need to look into the rules around Imbuing and Ingraining. But most magical items require a base into which they imbue or ingrain powers, and that means something that can be made by someone with the appropriate skills and tools to be able to do it.
Wyrlde has a fairly simple crafting system that is distinct and more involved than the default 5e system. As a result, Player Characters can craft items during Downtime periods, and there is greater value and import placed on the artisan’s tools and the guild system.
Workshops
All crafting requires the use of a workshop. A Workshop is the space and place where the tools and circumstances are designed to maximize the end product. There is one exception to this: Handiwork can be performed anywhere.
Workshops carry their own Renown and are often part of a Bastion for those who have earned enough Renown to obtain one.
Workshops vary from craft to craft in their size, cost, and materials, but ultimately come down to certain kinds of work, each set up accordingly. A workshop must be run by a Yeoman or better, though normally a workshop isn’t affordable until at least Adept. Workshops belonging to others may be used for personal projects, but often this is joined by a requirement of helping out in the day-to-day work of the shop itself and requires permission of the workshop owner.
All workshops have a mark of trade provided by the guild, and without that mark will have a very difficult time selling their wares.
Using workshop will end a short or long rest, with the exception of the Skills of Handiwork and Scribery.
A workshop will have the same Degree of Mastery as the person who runs it, which may be different from the person who owns it. Thus, a Workshop being run by a Novice will produce novice level product, while one run by a master or Grand Master will produce much better product.
Armory |
Artistry |
Brewery |
Bowery |
Buildery |
Carpentry |
Cleanery |
Clothery |
Cookery |
Glazery |
Handiwork |
Husbandry |
Instrumentry |
Knowery |
Masonry |
Mekery |
Millery |
Minery |
Papery |
Peasantry |
Physicry |
Pigmentry |
Plantery |
Scribery |
Shipwright |
Smithery |
Weavery |
Wrightery |
Armory
These Workshops are for those engaged in the following crafts:
Armor Making, Weapon Making.
Artistry
These Workshops are for those engaged in the following crafts:
Sculpting, Painting, Scrimshaw(Carving), Oration, Acting, Playwrights, Stage Craft.
Brewery
These Workshops are for those engaged in the following crafts:
Brewing, Vinting, Distilling .
Bowery
These Workshops are for those engaged in the following crafts:
Bow Making, Arrow Making, Crossbow Making, Bolt Making.
Buildery
These Workshops are for those engaged in the following crafts:
Building, Framing, Thatching, Plumbing, Plastering, Hearthery, Bricklaying, Boring
Carpentry
These Workshops are for those engaged in the following crafts:
Carpenters, Coopers, Charcoalery, Furnishers, Basin makers
Cleanery
These Workshops are for those engaged in the following crafts:
Chandlery, Cleaning, Broom Making, Laundering.
Clothery
These Workshops are for those engaged in the following crafts:
Tailors, Furriery, Hattery, Cobbling, Glove making.
Cookery
These Workshops are for those engaged in the following crafts:
Pastry Making, Baking, Cooking.
Glazery
These Workshops are for those engaged in the following crafts:
Pottery, Dish making, Glassmaking.
Handiwork
These Workshops are for those engaged in the following crafts:
Knitting, Lace making, Embroidery, Crochet, Beadery.
Husbandry
These Workshops are for those engaged in the following crafts:
Saddlery, Tanning, Butchering, Hunting, Catchery, Teamstery.
Instrumentry
These Workshops are for those engaged in the following crafts:
Tunery, Pipery, Luthier, Hornery, Drumery, Lathing.
Knowery
These Workshops are for those engaged in the following crafts:
Antiquary, Provisioning, Castellery.
Masonry
These Workshops are for those engaged in the following crafts:
Stone cutting, Masonry
Mekery
These Workshops are for those engaged in the following crafts:
Lantern Making, Clock Making, Lock Smithing.
Millery
These Workshops are for those engaged in the following crafts:
Milling.
Minery
These Workshops are for those engaged in the following crafts:
Mining, Assaying, Orewright.
Papery
These Workshops are for those engaged in the following crafts:
Paper Making, Limnery, Postalry.
Peasantry
These Workshops are for those engaged in the following crafts:
Fishing, Farming, Shepherding.
Physicry
These Workshops are for those engaged in the following crafts:
Alchemy, Apothecary, Herbalism, Barbering, Physic, Midwifery.
Pigmentry
These Workshops are for those engaged in the following crafts:
Pigmentry, Ink Making, Enamelry, Lacquery, Dyeing.
Plantery
These Workshops are for those engaged in the following crafts:
Gardening, Perfumery, Herbalism.
Scribery
These Workshops are for those engaged in the following crafts:
Astrology, Heraldry, Mapping, Surveying, Drafting.
Shipwright
These Workshops are for those engaged in the following crafts:
Shipwright, Net Making, Sail Making.
Smithery
These Workshops are for those engaged in the following crafts:
Smithing, Farrying, Bell Making.
Weavery
These Workshops are for those engaged in the following crafts:
Spinning, Weaving, Rug making, Felting, Yarning.
Wrightery
These Workshops are for those engaged in the following crafts:
Carriagewright, Wheelwright.
Creation
While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost. To create an object, there are a few basic steps to follow:
First, you have to know what you are going to make. It needs to be something wholly within the capability of that particular craft. If the object requires the involvement of additional crafts, as determined by your DM, then the object must be created in stages, moving from one workshop to the next.
Second, you must know the materials needed for the object. Something that will be used for magical purposes may require unusual materials that have to be worked into the object during the regular formation. Materials will have a basic cost, determined by the DM, and are presumed to always be the best materials available.
The Workshop provides the tools and equipment necessary for creation, and the way of making it is presumed by the skill in the craft. On occasion, there will be something deemed original and unusual. These kinds of items increase the difficulty of a given effort to create something.
The materials cost to make a normal item is always 60% of the cost of the item normally, and can be adjusted by the Degree of Mastery of the artisan (more skilled folks make more costly things). Items are best actually sourced – purchase din a marketplace or foraged in the wilds, gathered and collected using rolls and role playing.
Third, you have to have the time to make the object. Time is always expressed in total hours and working on a project for more than 8 hours in a day will give 1 point of fatigue for every 2 hours longer than 8 worked on in a single day. The time to craft an object varies, and is determined by your DM.
Assistance
Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place.
Each character contributing reduces the hours by the number of hours they contribute to it.
The character who’s leading the effort, or the one with the highest ability modifier, can make an ability check with Advantage, reflecting the help provided by the other characters.
Roll
When crafting, the “ability” score used is the Character’s Level of Mastery, and the roll is made using a d20 plus the modifier according to that Crafting group based on the key ability score, plus the Proficiency Bonus (if they have proficiency).
Level of Mastery |
+ |
Ability Score Modifier |
+ |
Degree of Proficiency |
+ |
Proficiency Bonus |
= |
Number |
A Grand Master Blacksmith with a Strength of 12 adds a +1 for their Strength, +3 to for their Proficiency, their proficiency bonus (+4), and is 17th Level. So, for them, the DC has to be higher than 25 for them to fail to make the item – and they have advantage. A Novice may be only 3rd level, and the DC would have to be above 5 for them to fail.
The more you work and develop your craft, the easier things become.
When crafting, you roll a regular D20 check using your score versus the DC (determined by the DM), and you also roll a d% to see if there is a Flaw. These should be rolled together, although your DM may choose to roll the Flaw themselves.
Rolling higher than the DC and the Flaw means the item was successfully crafted. It is possible to successfully craft the item, but have a flaw in it that wrecks it. It is also possible to have an item that is without a flaw, but that doesn’t get finished properly.
Crafting Example Table
For unstated items, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth at minimum half the total market value (though you can spend more).
If something you want to craft has a market value greater than 5 gp, you make progress every day in 25 gp increments until you reach the market value of the item.
The DC variables apply, so more complex and involved efforts have a greater DC than the Variable DC, while less focused or ideal efforts will have a lower DC. Common DC’s are found in the crafting example Table, along with typical materials cost, the time needed to craft, and the Flaw chance. The chance of a Flaw is always 3% per point of DC but is reduced by the Level of mastery of the character.
Item |
Time to Craft (hr) |
Variable DC Base |
Flaw Chance |
Notes |
Axe |
10 |
10 |
30 | |
Bow |
20 |
13 |
39 | |
Brew |
10 |
10 |
30 | |
Cart |
120 |
12 |
36 | |
Cleanser |
10 |
12 |
36 | |
Clock |
15 |
15 |
45 | |
Clothing Bottom |
6 |
11 |
33 | |
Clothing Coat |
10 |
11 |
33 | |
Clothing Top |
4 |
10 |
30 | |
Dishware |
2 |
8 |
24 | |
Firearm |
180 |
20 |
60 | |
Furnishing |
120 |
12 |
36 | |
Hammer |
30 |
10 |
30 | |
Hat |
10 |
12 |
36 | |
Heavy Armor |
200 |
18 |
54 | |
Heavy Smithing |
80 |
15 |
45 | |
Instrument |
120 |
16 |
48 | |
Jewelry |
20 |
13 |
39 | |
Knives |
40 |
12 |
36 | |
Light Armor |
120 |
14 |
42 | |
Light Smithing |
40 |
10 |
30 | |
Liquor |
40 |
10 |
30 | |
Lock |
20 |
11 |
33 | |
Meal |
2 |
8 |
24 | |
Medium Armor |
160 |
16 |
48 | |
Rod |
30 |
10 |
30 | |
Saddle |
40 |
13 |
39 | |
Shield |
10 |
10 |
30 | |
Shoe |
10 |
12 |
36 | |
Sling |
2 |
5 |
15 | |
Spear |
10 |
7 |
21 | |
Standard Armor |
80 |
12 |
36 | |
Stave |
30 |
7 |
21 | |
Swords |
40 |
12 |
36 | |
Tent |
20 |
10 |
30 | |
Thrown Weapon |
10 |
9 |
27 | |
Wagon |
120 |
15 |
45 | |
Wine |
20 |
10 |
30 |
Quality
As noted before, the quality of an item can have an effect on the value and durability of an object. Quality is determined by the Degree of Mastery of the person who runs the shop that day.
Quality items are more resistant to damage and destruction – an Adept quality item gains a +1 on saves, a Master quality item gains a +2 on saves, and a Grand Master quality item gains a +3 on saves.
Yeoman quality items are twice the value of Novice items. Adept are three times the price of Novice. Master are four times the value. Grand master are five times the value.
Magical Crafting
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
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
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.
Rituals
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 Check
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.
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 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 |
— |
16 – 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.