There are separate and distinct categories of magic items. These are derived from the different disciplines which are responsible for the creation of these items.
Custom Design Rule: GMs will contact their Dimension Master if they wish to make an item that exceeds the following parameters for item design.
AUDIT RULE: Ensure that your item can be reverse engineered without difficulty. Items which cannot easily be reverse-engineered are unlikely to be approved. Thank you.
Naming Conventions
- A. Techno-Wizardry: TW Items
- B. Alchemy: Enchanted Magic Armor/Weapons/Items
- C. Rune Magic: Rune Items
- D. Deific Magics: Holy Weapons
- E. Spell Magic (Invocations): Talismans & Amulets
- For scroll spells from levels 8-12, there is only a 01-25% chance.
- For most weapons, armor, fabrics, and magic rings/medallions, there is only a 01-30% chance that a particular item is available.
- For magic potions, there's a 01-55% likelihood of availability.
- For magic fumes, powders and common components, there's a 01-75% likelihood of availability. Goblin dust is always available.
- For common poisons, and herbs, there's a 01-85% likelihood of availability.
- For truly rare items like rune weapons, holy weapons, crystal balls, dragon bones and similar, there's only a 01-06% chance.