>>78454773I run my own setting, which borrows a few things from dominions so I can give you a few pointers
Yeah, 5 for magic seems pretty good, I think that makes boosters pretty valuable too. A god giving you a magic staff or helmet that makes you better than some of the best mages in the world gives a good sense of their power, especially if you make it so they have to be like, level 6 or 7 to make them. Of course, that's just learning the magic the normal way. If they become useful enough to a god, they can be pumped full of gems and raised up that way, or even granted some demigod power to remove the cap
I know most of them don't come close to that, but I'd increase the level you need to make them, but still make them cheap to actually produce. Also make it so there's enough that a level 5 mage can make them with a couple. I would make it up to about 3 per magic type minimum, which most magic has but there's a few gaps like earth and air
Personally I love the magic item system in the game, and I use something similar in my setting where there's magical sites that produce concentrated magic, that is needed to enchant items. I also have different countries study magic at different rates, so a trip to the city sorcerer or the university to find out if there's any new spells they cast is a good task that mages now have to do, which is useful when your martial classes have to go do things like purchase ammo, or get weapons repaired etc. You can even have a construction focused city that teaches them how to make magic items if they decide to keep the magic gems they find from sites out in the wild
Of course, there's also communions, which my party just found out more about. Now one of them is on a mission to buy a squad of communion slaves