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==Cost to build== The cost of a magical item is based on several factors: The cost of the original unenchanted item, the magical power(s) Active Points, Real Cost, Principles of Magic and, if buying from a shop - the type of shop. '''''The Formula''''' Cost = ((''Active Points'' * ''Real Cost'' * 5 * ''Rare Materials'' modifier) / (# ''Principles'' fulfilled)) * ''Shop'' modifier The price is in shillings (1 shilling = 12 pennies) ===Active Points=== Based somewhat on [http://www.killershrike.com/FantasyHERO/HighFantasyHERO/shrikeMagicItems.shtml KillerShrike]'s ideas- Do not include the active points of the original item. If you are building an item with powers inside a power framework, you can work the active points out based on the framework- * Multipower: Consider a MP as a single Power Construct with Active Points equal to the Pool, +10 Active Point for every slot in the Multipower * Elemental Control: Consider it a single Power Construct with Active Points equal to the largest Power in the EC, +5 Active Points for each additional Power in the EC * Variable Power Pool: Consider it a single Power Construct with Active Points equal to the Pool plus the Control Cost ====Rare Materials==== Items with very high active points must be made out of increasingly rare materials. Therefore certain levels of techonology and trade ability are required in order to get the item, and there are correspondingly inflated prices to create them. {| ! Total Active Points ! Usual location ! Cost multiplier |- | <30 AP | villages | 75% |- | 30-60 AP | towns | 100% |- | 60-90 AP | cities | 125% |- | >90 AP | port cities and capitols | 150% |} ===Real Cost=== As the Real Cost of an item is a factor in the pricing formula - it is important to include as many limitations as you can, to reduce the Real Cost. ===Principles of Magic=== Count how many Principles the item fills, as this reduces the overall cost. On average an item will fill 3 principles- =====Affinity===== Different parts of the body and types of item are attuned to different types of power. What type of item do you want created? {| ! Item type ! Enchantment best suited to it |- | Armour | Protection |- | Belt | Physical improvement |- | Boots | Movement |- | Bracelets | Allies |- | Bracers | Combat |- | Cloak, cape, mantl | Transformation, protection |- | Eye lenses, goggles | Vision |- | Gauntlets | Destructive power |- | Gloves | Quickness |- | Hat | Interaction |- | Headband, helmet | Mental improvement, ranged attacks |- | Jewellry | Protection, discernment |- | Phylactery | Morale, alignment |- | Potions | Changes to Self |- | Robe, Ring | Changes to Self |- | Scrolls | Single use |- | Shirt | Physical improvement |- | Staves | Defensive |- | Vest, vestment | Skill improvement |- | Wands, Rods | Ranged attacks |- | Weapon | Destructive power |} =====Consequence===== More commonly known as "karma". It has also come to be called "the threefold law" since many believe that one receives in return "three times" what one puts out. If you sow good, you shall receive three times good in return, and if you sow ill you shall suffer three times the ill. This is, however, in violation of the Principle of Equilibrium. Any perception that "three times" is returned is purely psychological. Does the item give you side effects? Are these side effects compulsory? =====Contagion===== Also known as the Law of Contact, which embodies the concept that objects once in contact will remain in contact regardless of their degree of separation. "Contagious magic is founded on the association of ideas by contiguity,". Does the item require touching, is it "no range", have a delayed or gradual effect or does it use a suitable trigger? =====Entropy===== Known and defined by science in the Second Law of Thermodynamics. Because of entropy, it is more difficult to introduce order than it is to introduce disorder into a system. Does the item cause disorder or reduce energy? =====Equilibrium===== Also known as the Law of Balance, states that for anything to exist in reality it must be capable of being canceled by its opposite. This automatically implies that an opposite of equal power, or opposite powers totaling an equal power, must also exist. Does your item have an AVLD? Is it conditional, limited or vulnerable or susceptible? =====Homeopathy===== Also known as the Law of Likeness, states that like things attract like things, and that like affects like. To put it another way, "Homoeopathic magic is founded on the association of ideas by similarity,". Do the powers mimic the item or effect of the item or the target? Is it similar to a voodoo doll? =====Infinitum===== While the range of possible outcomes that may occur for any given event are infinite, it is probability which determines the likelihood of the outcome. However, magic works to shift probability in favor of the spell caster's desired outcome. Does the item have an activation roll, variable effects or is it subject to luck? =====Knowledge===== Knowledge of a thing brings control of a thing. Does the character understand the concepts and forces involved in the item? =====Opposition===== Everything has an opposite, and where this opposite is observed to be contrary to a thing, it may be used to drive out, exorcise, dispel, or counter that thing. Are you investing an item of one element with powers of its opposite? =====Reversal===== Anything which can be done may likewise be undone. Can the item be counteracted easily?
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