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Charms and Fetishes
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==Creation of the Item== The creation of a charm or fetish follows the rules presented in Hex 18.23. ο Materials must be gathered, including a principal worth no less than 25% of the overall material cost, special components worth an additional 50%, and consumable components worth 25% of the cost. ο Any costs associated with fabricating the unenchanted item are included in the material cost. ο The spellcaster must spend the required time crafting the item. ο Upon successful completion the spellcaster has not only the finished items but detailed notes describing the process. The following rules apply specifically to charms and fetishes: ο If the spellcaster collected the principal used in the item add +5% to the chance of success and reduce the chance of automatic failure from 86-100 to 88-100. ο If the spellcaster collected at least 50% of the special components used in the creation add +2% to the chance of success. ο If the item is bound to an individual, and they personally collected the principal, add +3% to the chance of success and reduce the chance of automatic failure to 87-100. ο If the value of the principal is more than 50% of the overall material cost add +2% to the chance of success for every 10% in value it exceeds that amount (if the principal is 70% of the overall material cost add +4% to the chance of success), to a maximum of +10% to the overall chance. ο Charms and fetishes use their own mishap table (see below).
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