Magic Items Policies

Magic, while being all around us in the Warcraft mythos, is rare, powerful, and complex. Magic items even more so, as it is highly unlikely the average citizen will come across anything with any significant effect.

The creation of magic items is something that can be done on Chronicles WoW. However, these items won't come in droves nor will they be easy to make. We've classified them into different categories, determined by how many effects they may have or how potent they may be and with that, wrote some guidelines to better guide the flow of these items and explain the process in which to obtain one.

## Item Categorization

There are various tiers of magical item that can be obtained and or created. These categories are sorted based off of the number of effects, as well as the potency of its effects. You can read on what effects are locked to certain tiers below, however this section will cover the overall limits of each tier. Each tier of item has a limit to the number of effects, as well as a limit to the number of those effects that can be Active effects.

Multiple items with the same effect(s) do NOT stack. For example, if you have a Major item with a mana replenishing effect, and a minor item with a mana replenishing effect, those two effects do not stack. Only the stronger effect applies.

* **Trinkets** include useless baubles and magical toys. A glowing sword with no additional effect, a jack-in-the-box that conjures a harmless image of a dragon upon popping up.
	+ Limit of Effects: No Limit. All effects must be useless sensory effects.
	+ If Rewarded/Crafted: No restrictions.
* **Minor** items give small benefits, such as a +1 (or +5%) to rolls of a specific type, or a small resistance to a certain kind of effect or damage.
	+ Limit of Effects: 1
	+ May have 1 Active effect.
	+ If Rewarded/Crafted: Whisper or Direct Message a DM/GM to log.
* **Major** items give moderate benefits, such as a +2 (+10%) to rolls of a specific type, or effects that generate active small hostile effects or spells.
	+ Limit of Effects: 2
	+ May have 1 Active effect.
	+ If Rewarded/Crafted: Whisper or Direct Message a DM/GM to log.
* **Greater** items give a large benefit, such as a +3 (+15%) to rolls of a specific type, or to create large hostile effects or spells. A greater resistance would also fall here.
	+ Limit of Effects: 3
	+ May only have 1 Active effects.
	+ If Rewarded/Crafted: Requires a single GM approval in a Contact Game Master Ticket/Post.
* **Epic** items give legendary benefits, such as +4 (+20%) to rolls of a specific type, or to create a variety of powerful and unique effects. Epic items may also grant immunities, and effects not otherwise found in WoW with reasonable justification.
	+ Limit of Effects: 4
	+ May only have 2 Active effects.
	+ If Rewarded/Crafted: Requires approval of entire GM and DM teams in a Contact Game Master Ticket/Post.
	+ Epic items may be revoked if you have not logged in to the character that owns it after 1 month.

## Effects on Magical Items

This serves to elaborate on what effects magical items may have. The natural effects of certain magical materials used to create an item count as **one** passive effect, and as such, any item created with a magical material that possesses one of these effects is at its base form, a Minor item.

The following effects may be found on **Minor or better** items:

* Effects that grant minor resistances to a single type of damage or specific effect.
* A single minor active/temporary effect, which cannot be combative.
	+ These may be: Light, Levitation, Night Vision, etc.
* A +1 modifier to rolls of a specific type.

The following effects may be found on **Major or better** items:

* Effects that mimic common spell effects. (i.e. anything the average caster from any origin may have access to.)
	+ These may be: Fireball, Haste, Shadowbolt, Active/Temporary Auras etc.
* A single minor passive/permanent effect, which cannot be combative.
	+ These may be: Light, Levitation, Night Vision, etc.
* A +2 modifier to rolls of a specific type.

The following effects may be found on **Greater or better** items:

* Effects that grant powerful resistances to a school of damage or specific effect.

* A single major active/temporary effect, of which they are combative, whether offensive or defensive.
	+ These may be: Fel Fire, Vampiric Health, Rock Armor, Passive/Permanent Auras, Long-Term Regeneration, etc.
* A +3 modifier to rolls of a specific type.

The following effects may be found only on **Epic** items:

* Effects that grant immunity to a single type of damage or type of effect.
	+ Immunities account for 2 Slots, including 1 Active slot.
	+ You may only have one immunity on an item.
* Multiple active effects, of which they can be Major and/or Minor.
* A single major passive/permanent effect, of which can be combative, whether offensive or defensive.
* Truesight is an effect that is exclusive to Epic level items.
	+ Truesight accounts for 2 Slots, including 1 Active slot.
* Contingent/Contingency spells.
* Effects that mimic uncommon spell effects. (i.e. effects that are used by very few in lore or are from a higher grade of caster.)
	+ These may be: Transmogrification, Anti-Magic, Polymorph, Rapid Regeneration, Resurrection, etc.
* A +4 modifier to rolls of a specific type.

## Consumable Recipes

Those who desire to make consumable items (potions, enchantment scrolls, or inscription runes) would apply for the specific effect of said major, greater, or epic consumable. Minor effects do not require a ticket.

Once the ticket is approved, you are able to create consumables with that effect within your professions respective skill level. Individuals abusing their consumables (i.e creating an infinite amount) will have their profession revoked.

## Distribution and Logging Guidelines

Dungeon Masters are free to give Trinkets, Minor and Major items at their discretion. Players themselves can hand out Trinkets and Minor items. All other items, those being Major items for players, and Greater or Epic items for everyone, require a Game Master's approval to obtain.

While Dungeon Masters are free to give Major items at their discretion, this should be done sparingly, **with no more than 1 being given away during an event**. DMs are encouraged ***NOT*** to give out these items as common or uncommon rewards, as they should be a rarity.

Magic items of Minor tier or above **must** to be tracked. Dungeon Masters will log the acquisition of items through their events, adhering to the rules above. In the case of players, when handing out or crafting Minor and Major Magic Items, the DMing/crafting player can whisper or direct message a Dungeon Master or Game Master to have it added to the log. Players should include the items **name**, **effects**, **type** (Sword/staff/orb), and **tier** (minor or major) in the direct message. Questions may be asked, but this isn't an application. The information is gathered expressly for logging purposes, assuming your item qualifies as a Minor or Major item.

As stated above, player items listed Major or above require intervention from a Game Master. A Greater item requires only one Game Master approval, an Epic item requires the entire Team's approval.

Dungeon Master rewards listed Major or above require approval from the Administrator. Dungeon Masters handing out Epic items must provide the full listed effect of the item, as well as how it will be obtained. Game Masters and Dungeon Masters will be responsible for logging items they approve.

## **Crafting & Acquisition of Items - Expectations**

All applications have a baseline standard laid out for them. A bare minimum we ask for, in order for us to have trust in the concept. Here we lay out our expectations for each tier of item when crafting or acquiring these wondrous items. In some way, these terms must be satisfied in order for the finding or making of its rank to be approved confidently.

* Trinkets are baubles and magical toys. While common in places such as Dalaran or Quel’thalas, where mages gather in large numbers, other regions such as Thunder Bluff or even Stormwind (barring the Mage’s quarter) would have a high price on these.
	+ **[Crafting]** Characters may craft these if they are any rank of their Profession.
	+ **[Acquiring]** Trinkets may be found in various ranges of availability all over the world, from shops, to apprentice mages, to a strange bauble beneath a tomb. They are the most commonly found magical items.

* Minor items exist as the commonplace items of factions and kingdoms. One might find a veteran group of Stormwind Knights wielding minor magical blades, or a novice adventurer with a minor ring of protection. When one considers Minor items, they are uncommon but well known. Most commoners or peasants would pay years worth of their wage for one, and these would then be prized as family heirlooms.
	+ **[Crafting]** Characters may craft these if they are a Journeyman in their profession.
	+ **[Acquiring]** Can be acquired by those that can craft them, various magical shops, exploring the world, or by events done by players or the Dungeon Master team.

* Major items are most often found in the hands of nobles, magisters, or even Chieftains of Tauren society. The elite and important of various cultures. They are rare, and are often named heirlooms or culturally important in some way to someone. A jeweled gold signet on a Mountain King's hand bearing a perfectly masterwork gem of Tigerseye, or even the prized staff of an adept Mage.
	+ **[Crafting]** Characters may craft these if they are an Expert in their profession.
	+ **[Acquiring]** These items can be acquired from those who can create them, or by events via the players or the Dungeon Master team. Major items should be rare items granted through events. It is otherwise at the DMs discretion. However, no more than a single Major item may be given out during a single event.

* Greater items are the sort of items that an archmagi or magister would brag about. The kind that dwarven runesmiths and gnomish techno-mages talk about endlessly. They are the pinnacle of magical items to most people, and skilled artisans would never dream of achieving anything better.  **Most Greater items are masterworks, and many enchanters and crafters would consider Greater items their magnum opus.**
	+ **[Crafting]** Characters may craft these if they are an Artisan in their profession.
	+ **[Acquiring]** Greater items can be obtained by those that can craft them, or by events done by the Dungeon Master Team. Event length is dependent upon the context of what is being requested and will be at the discretion of the DM team. Greater items are expected to be treated as the reward for completion of difficult tasks, or might be found in the care of powerful enemies or dangerous places. These make excellent rewards for the completion of event chains.

* Epic items are legendary in scope. On Azeroth and in all of the Great Dark beyond, there are no better items to be found than these. Ashbringer, Illidan’s famed Warglaives of Azzinoth, the mighty Thunderfury, Blessed Blade of the Windseeker, or even simply Sephuz’s Secret. These are not normally crafted, though in extraordinary rare cases may be. The importance of these weapons extends beyond any sole individual, the weapon itself is a character bearing its own story.
	+ **[Crafting]** Characters may craft these if they are a Master in their profession. Epic items undergo a vast amount of scrutiny, and players crafting these items must understand that they have creative control of these weapons up until they are willingly relinquished to another, lose their Trusted status, or the weapon is required to complete a pre-planned event in a situation where the player became inactive or has left. Posting ‘goodbye’ posts on the Forums, or becoming inactive may also see the item revoked during the creator's inactivity and given to another player.
	+ **[Acquiring]** Can be acquired by crafting or events/stories. However, both are to be overseen by a DM. Approved by the Game Masters. Epic items are meant to be legendary in status, and should have stories tied to them. Entire event chains can center on the finding, crafting, or retrieval of these items, and it is expected that these will be the rarest of all items in existence.

## Crafting Magical Items

Players will be capable of crafting items of any category up to Greater. That being said, any and all items of Major or Greater level require Game Master approval using the Discord ticket system. This can be done by going to the #contact-game-master channel and opening a ticket with the bot.

Certain factors will apply when an item is being created, and these steps should be completed ***before*** requesting approval from a Game Master:

* Do the materials make sense?
* Did the steps taken to craft the item make sense?
	+ Consider things like: Making a sword requires both a blacksmith and an enchanter. As with a ring, a jewelcrafter and an enchanter, or a potion with an Alchemist.
* Were these steps roleplayed out?

Players requesting items should follow the following format, once a ticket has been opened. Keep the Asterisks (\*) in the format:

**\*\*Item Effect(s):\*\*** *Any magical (or technological) effect (or function) on the item must be listed. The effect descriptions should be concise, and to the point.*
**\*\*Are you crafting this item, or handing it out at an event?:\*\*** *Is this item being crafted by your character? Or do you intend to hand this item out at an event you plan on hosting?*
**\*\*Additional Information:\*\*** *This is where all other information you deem important regarding the item should go. Consider answering questions along the lines of, where did the materials come from? Did anyone help you craft this, or was it done alone? How was it crafted?*