Master crafted, Cold Iron & Silver Arms and Armour are currently freely available at their listed sale prices.
Magic Items of various types may be found on adventures, the characters who find them may decide to auction them at the Magic Item Shop. This is managed by the Battle Boarder as in character transactions, IC taxes may be applied to sales depending on active plotlines to represent the state of the world at the time.
Note that players may not sell an item found by one of their characters to another of their own characters.
The Power of both Inherent and Focussed magic can be infused into items to provide permanent (or semi-permanent) magical support. These items can be found in three varieties, Focussed items and Spiritual items and Spirit Items, both of which radiate magic under examination by the relevant skills.
Due to the great power imbued in such items, they tend to resonate destructively when brought into close proximity such as when carried by a single creature. Most Magical Items will list a number of Focussed (F) or Inherent (I) slots which represents their power and how much resonance they generate, the total number of each type is counted separately - a creature may safely carry up to 5 Focussed slots and 5 Inherent slots.
Between 1-4 slots- no noticeable interaction
5 Slots - The items gently resonate, potentially vibrating, growing warm or gently humming.
6+ Slots - the items cause catastrophic magical failure, one or more of the items carried is destroyed at great harm to the bearer or nearby creatures.
Unless otherwise stated temporary Magical Items will usually be destroyed first, but may protect permanent magic items from harm similar to a circuit breaker.
For example if a character carries 5 Tomb Glyphs (temporary items which each use 1 F slot), and then picks up a Focussed Magic Sword (1 F Slot), the Glyphs will probably self destruct simultaneously but relatively harmlessly, leaving the character holding 1 Magic Sword and no Glyphs.
Note that even Spiritless creatures cannot safely carry more than 5 Spiritual Items, and though they may be immune to the spiritual fallout of their destruction the physical objects may also violently explode causing shrapnel.
Focussed and Spiritual Items are normal physical items such as weapons, armour, necklaces or even house bricks which have been infused with great magical power. These items can do many functions, to duplicating existing spells to bringing a creatures back from the dead to live normally again. Some even need specific rituals or functions to perform before attempting to operate. The exact power is different with each item and cannot be explained here.
Magical Items can be interacted with by physical creatures due to their physical components, but can also interact with and be used by incorporeal creatures of the relevant type - for example Incorporeal Spirits such as Ghosts can use and be harmed by Spiritual Weapons, and Incorporeal Life Forces such as Elven Nemesis can use and be harmed by Focussed Weapons.
Spirit Items are made of pure spirit, these items function exactly the same as spirited items but they cannot be handled by, nor can they effect non-spirited creatures. In fact, these items are seen as a ghostly representation of the real equivalent although they feel real to any creature with a spirit. Non spirited creatures can see these items but only faintly.
Magical Items of all varieties are extremely resilient, and are immune to normal damage or break effects. For example a Magic Sword is immune to the Break spells, including the elemental equivalent Spells and most monster attacks. In fact most Magical Items are immune to all magic spells, so cannot be FUMBLED, DISINTERGRATED or even have SPIRITUAL HAMMER, EARTH HAMMER, FLAME BLADE, etc cast upon them.
Because Magical weapons are enchanted to remain clean and perfectly maintained, poisons and similar effects also slide immediately off the blade or striking surfaces, making them incompatible with most poisons and alchemical substances which would be applied to them.
Magical Items are never truly indestructible, and can be broken or destroyed in exceptional circumstances. This usually requires a Rite or Ritual and considerable power which is not practical during adventures and impossible during combat, unless the item specifically lists a method to destroy them, however some monsters also have the ability to destroy items through unique abilities.
There are lesser magical items within the realm of Lesia which are not true magic items but may posses magical or spiritual properties in their own right. For example the spell books and Foci of Focussed Casters can be sensed as they have magical auras and properties, as can objects which have had spells cast upon them but they are not Magical Items. Unless otherwise stated, Items which do not have an associated number of Focussed or Inherent Item slots are Lesser Items and are no more resilient than their mundane counterparts. Such lesser items lose their magical properties if the item is destroyed, for example burning a Spell Book would destroy the Foci, as would tearing the pages across the written spells.