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LoneWolf

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Everything posted by LoneWolf

  1. Gliding and leap are different movement powers. Flight along surface is still flight and follows all the rules of flight including turn mode. Gliding is a restricted form of flight to begin with. He needs the advantage for it to function like leap.
  2. In order to do so you need to apply the advantage usable as second mode of movement. Gliding in 6th edition is a limited form of flight.
  3. You are right about the full move being popular with speedsters. I buddy of mine was playing a speedster with a martial art where most of the maneuvers had full move element. A held action is usually the key to defeating any speedster. I have defeated several that way with my own characters. The problem with the full move element on a ranged attack is that the attacking character is never going to get near his target. With it the character can remain hidden and only be visible when he is attacking. Most of the people I game with have been playing with the Hero System for decades and have a very good understanding of how combat works. 90% could use this maneuver to make themselves incredibly difficult to deal with in combat.
  4. The moving shot cost 5pts and gives you a -1 OCV, so your math is correct. The reason it cost double is that it allows you to run move your full move away from the target. For a character specializing in ranged attacks this is incredibly powerful. With a HTH maneuver I move to my target so after my attack I usually end up next to him. A move by may allow me to be a short distance from my target, but still fairly close. If I am not next to them chances are they can make a half move and still be able to attack me. With a ranged attack that is not going to be the case. The reason it is not in the chart is it is too expensive to be used for much. To even use it at all you have to have a -1 restriction. There are not a lot of restrictions you can apply to it. Putting half move required on that is abusive and any sane GM is going to veto that. Applying more helpful elements pushes it into the super maneuver category. Personally, I would not allow the moving attack in a game I am running. It is way too powerful for a ranged specialist. The only thing that would be able to get near you would be a speedster.
  5. Gliding states that from the ground you start with a velocity and altitude equal to your upward leap in meter. But in game terms you are not actually combining movement types. Your upward leap is being used as a limit on your starting movement. Since your upward leap is usually half your leap a character with 12m leaping and 12m gliding starting altitude and velocity would be 6m. He would need to accelerate to gain his full gliding speed using the gliding rules for acceleration. If the character is high enough when he starts, he can gain his full gliding speed. Since you are not actually leaping the rules for leaping do not apply. The only way to combine movement type is to do so as a full phase action, basically you take two half moves. This means that a gliding character will often be better off using his starting upward leap to glide. For example, if I am 3m away from a cliff and want to use my full gliding it would be better to leap from the ground so I can use the full gliding instead of using 3m of running to reach the cliff and half my gliding as to make a half move.
  6. Duke Bushido is correct, and the rule book specifically mention this on page 284.
  7. I agree with Duke Bushido that the SPD chart is one of the defining things about the hero system. It allows so many different tactics beside the old trade blows. A single point of SPD can be a huge advantage especially in a heroic campaign where the SPD tends to be lower. If I am a 4 SPD and my opponent is a 3 SPD, I start out defensive in 12. Then in phase 3 I go balls to the walls offensive. My opponent can either cancel his next phase or take my attack. If he cancels, I keep on the offensive on my 6. If he does not cancel and attacks me on 4, I cancel my 6 and switch to defensive. If he acts in 8, I cancel my 9 to go defensive, if he had canceled his 8, I again go all-out offensive and still go defensive in 12 if I need to. Basically, I get 1-2 phases where I can safely attack him while still being defensive for all of his attacks. If my opponent is faster than me, I can sometimes go mostly defensive and wait for him to make a mistake that I can exploit.
  8. One thing that might help is to look at the SPD chart as a tool. Don’t try and understand it just use it. I have no idea how a microwave oven works, but I know how to use one. I don’t need to know the science of how a microwave cooks my food, all I need to know is how to use it. The best way to do this is to look up your SPD in the book and mark down what phases you go in. Then when the GM calls a phase you go in you act. The SPD chart seems complex but in reality, it is not. Chances are after doing this for a couple of characters with different SPD you will realize how it works. The SPEED QUICK-REFERENCE TABLE on page 17 of Volume 2 of the Hero System 6th edition book is probably easier to understand than the actual SPD chart.
  9. Here are a few package deals I created. I will be posting a few more soon. Fey Sorcerer You character was befriended or raised by the Fey. You could be a changeling, or even be part fey yourself. You were taught fey magic and are familiar with the fey. Years spent dealing with the trickery of the fey make you hard to fool, and you have a talent for spotting when someone is lying to you. You also learned how to fool and manipulate other from them. You magic tends to focus on deception and trickery but also includes shapeshifting and healing and summoning the fey. You cannot control or summon other types of immortals like demons or elementals. You cannot learn other types of magic beyond those in the package deal. 5pts Magic +1 3Pt Conversation 3pt Scientist 1pt School Vita 1pt School Mentis 1tp School Imago 1pt School Fey Alium 2pt KS Fey 6pts from: Acting, Charm, Disguise, High Society, Persuasion, Mimicry Required Complication Focused Magic (5pt) Optional Longevity (up to points in Vita) Familiar (Fey Follower) Contact (Fey) Wizard of the Academy You were trained at the premier magical academy of the world. The academy tends to focus on the four elements and allium, but also teaches most other schools except mortem. All academy graduates are also the magic theory as well as spells. Most also learn to enchant items. This makes academy trained wizards some of the most powerful in the world. Academy trained wizard have no restriction on their magic and can learn any type of spell (if they have the required school). The academy focuses primarily on magic so most starting Wizards of the Academy don’t have a lot of non-magic skills. Due to dealing with multiple types of immortals and creating magic items the skill trading is the only non-magic skill academy graduates tend to have. 5pts Magic +1 3Pt Spell Research 3pt Scientist 1pt School Ignis 1pt School Aqua 1tp School Aeris 1pt School Terra 1pt School Ailum 9pts from: Enchantment, Professional Skill, Trading, Schools of magic, Knowledge skills Optional Any magic Talent Witch/Warlock Sometimes people are willing to trade anything for power. When this happens and someone with the magic talent is desperate enough they make a deal with a demon lord. The path of the witch always ends badly for the witch. It is a way to gain power quickly without little or no effort on the part of the witch. You trade your soul for power. When you first become a witch, you are granted a few spells, but the only way to gain more is to sell more of your soul. When you take the package deal you can purchase up to 15 real points (the cost of the restricted magic complication) in spells. After that to learn more spells the character has to take further complications. These complications can be almost anything but must be appropriately evil. They could be anything from a distinctive look to a psychological complication. The character can then buy spells with the real cost of the complication. The character cannot buy off these complications without losing all spells and losing the ability to cast spells. A witch can only learn spells from the Demon Alium School. This package deal was not really designed for PC. It was designed to create opponents. 5pts Magic +1 2pts Demon Alium 5pts Contact with Demon Lord (Extremely Useful skill, 11<) 6pts from: Bribery, Concealment, Interogation, Stealth, Shadowing, Survival Required Complication: Restricted Caster (15 pts) Optional Follower (Demon Familiar)
  10. What is the value you gave Mental Powers Only? When you buy a power including a VPP you should get what you pay for, but only what you pay for. When you place a limitation on the VPP it should reduce its flexibility. By default, a VPP is limited by type or special effect. The book even states that the power are “typically, a set of powers limited to a particular special effect”. By taking the limitation Mental Power Only you have further restricted that. If you can put any power in the VPP you should not be taking the limitation mental power only, or it should be a -0 limitation. What actual powers can you not put in your VPP? If you don’t have an answer for that you should not have taken the limitation. Personally, if you have more than a -1/4 value for the limitation I would not allow it. Even if the value of the limitation is -1/4 I would still want to know what you cannot put in the pool.
  11. Here are some ideas for magic talents that spell casters can purchase. In order to purchase most of the talents the character has to have at least 1 point in the type of magic. Unless stated otherwise they cannot exceed 5 points per talent. Some of them have a minimum number of points the character has to have in the type of magic. Those talents without restrictions are usually normal talents that other characters can purchase but are appropriate to the type of magic. These talents can be purchased after character creation. Characters with Ailum can purchase other talents that are appropriate to the entity granting them power. For example, if your source of power is pacts with a fire entity you could choose from the Ignis talents, but it would be limited to fire only. Any characteristics bought as Talents are considered to be powers so are not subject to characteristic maximums. Talents by Magic Type Vita (Life) • REC (up to points in Vita) • Longevity (up to the points in Vita) • Regeneration (1 Body per day Minimum 4 Vita) Mortem (Death) • Power Def (up to points in Mortem) • Immunity to Disease (Immunity to all Disease Minimum 5 Mortem) • Simulate Death (No Restriction) Mentis (Mind) • Mental Def (Up to points in Mentis) • Eidetic Memory (No Restriction) • Resistance (No Restriction) Ignis (Energy) • ED (Up to points in Ignis) • Safe Environment: Heat (Minimum 2 ignis) • Resistant ED (2 Pt Hardened, Impenetrable Minimum 4 Ignis) Aqua (Liquid) • Swimming (Up to points in Aqua) • Water Breathing (Minimum 5 Aqua) • Safe Environment: Cold (Minimum 2 Aqua) • Environmental Movement: Aquatic Movement (Minimum 4 Aqua) Aeris (Air) • Flight (Up to points in Aeris) • Safe Environment: Low Pressure (Minimum 1 Aeris) • Safe Environment: Cold (Minimum 2 Aeris) Terra (Solid) • PD (Up to points in Terra) • Safe Environment High Pressure (Minimum 1 point in Terra) • Tunneling (Up to points in Terra) • Resistant PD (2 Pt Hardened, Impenetrable Minimum 4 Terra) Imago (Image) • Flash Def (Up to points in Imago) • Enhanced Senses (Up to points Imago to a maximum of 5 points of enhanced senses) Ailum (Other Worlds) • END (Up to points in Ailum) • Contacts (Immortals only but no other restriction) • Follower (No normal creatures including normal NPCs, but no other restriction) • Any other appropriate to the source of the power. Other Magic Talents Mystic Awareness (similar to mental awareness) 5pts Below are two modifications to the rules that I added. The radio sense group does not exist. The mental sense group has been changed to the mystic sense group and mental power no longer grant mental sense for free. The mystic sense group provides the ranged modifier like the mental did. Characters can by mystic awareness for 5 pts that acts like mental sense. All spells are visible to the mystic sense group and one other and usually one other sense group. Mental powers are only visible to mythic sense group by default. Usually, sight is the other sense group, but depending on the special effect of the spell it could be another sense group. Classes of Minds • Mortal (Sentient creatures) • Animal (Animals magical or otherwise) • Construct (Golems or other magical constructs use INT if no EGO. Requires material of the construct usually Terra) • Undead (Undead creatures use INT if no EGO requires Mortem) • Immortal (Magical creatures usually from other planes like Demons but includes things like Dragons. Requires Alium)
  12. Like anything in the Hero system, it depends on the special effect. If in doubt you could always use the invisible advantage.
  13. This like anything can be written up several ways. The real question is what the player wants this ability to do. Are you looking for something that is mainly used in combat to escape entangles and get through barriers? Or are you looking for something that has uses out of combat to handle a variety of situations? If you are looking for the former, then teleport is a good way to build this power. It is a lot cheaper and simpler. You can easily escape or bypass the barrier, and you also only pay END for 1 thing. For 15 pts you can get 12” Teleport with safe blind teleport. With this ability you can move out of, or through the obstacle to the nearest area that is not full of plants. You always end up outside of the obstacle. If you can see a safe spot, you can simple move there. If you cannot see a safe spot you teleport to the closest safe spot to where you were trying to go. If you are looking for the latter desolidification is the better approach. The big advantage this ability has is the ability to completely ignore the obstacle. You don’t have to actually move out of the obstacle, but you can ignore most of the hindrances of the obstacle. The only affect the obstacle will have on your is that you may not be able to see through it. You can move out of the obstacle if you want, but you can also remain within it and still not be hindered by it. You have more precise control over your movement and if the area of the obstacle is larger than your movement it just means it takes longer to get through it. The downside of this approach is it is more expensive, and you have to pay END for it and moving. It also makes attacking after moving through the obstacle more complicated. Personally, I would go with the desolidificaiton approach because it is more flexible.
  14. Hugh brought up some valid concerns on the abuse of some of these complications. I still think this is the best way create unique casters, but some restrictions will need to be added. 1 in order to take complications that restrict spells you need to actually be a caster with the full magic skill. A character with latent magic cannot take these complications. If they later become a full caster by purchasing the full skill they can take them, but like any complication gained during the game they get no benefits from them. Under the right circumstances the GM may allow the character to trade an existing complication for a complication restricting spells. 2 A character only counts 1 complication restricting spells towards their required complications. Usually, a character will only have a single complication restricting spells.
  15. The only problem with teleport is what happens if the area is larger than your teleport. You would be able to move but would be subject to the spell again. If it is an entangle you could end up with reduced DVC after moving. If it is a change environment, you could take secondary effects like taking damage from a wall of thorns. Desolidification prevents all of that.
  16. The Idea of the magic system is to give the GM and players a way to create different styles of magic. I am also trying to keep to the standard rules as much as possible so want to avoid too many house rules. Hugh, do you have any ideas of how to limit what a caster can do other than complication? If so let me know. Most of these complications will be used in package deals and taking them outside of them will require the GM’s permission. The package deals will include other things besides just the magic skill. For the most part I expect the cost of the package deal to exceed the value of the complication which would prevent you from doing what you suggest. The Magic Aura is only detectible by unusual sense (Detect Spells). I usually have an additional sense group magic which the detect would be part of. So if the invisibility is bought with the magic sense group it would hide the aura. Considering about the only way for a character to become invisible is a spell, that would mean that a character could take targeting on detect magic even without using the complication.
  17. Not being able to cast spell is the default assumption of the system I am creating. In order to ever be able to cast spell a character has to have at least familiarity with the magic skill. If they don’t, they can never learn magic no matter what. Most of these complications are designed for spell casters and cannot be taken by non-caster. A lot of these complications are designed to be part of a package deal to allow creating different types of casters. Under 6th edition which is what I am designing this system for you don’t get points for complication. So, no one is getting any points for taking a complication. If someone wants to use this in an earlier version, they can but will need to modify it themselves. Restricted Magic also limits what spell casting items you can use. So, if someone is not able to use Ignis they cannot use wands an item that casts Ignis spells. What I listed are examples of how to build the complication and can and should be modified by the character taking it. They do have two lines of restrictions, but I wanted to avoid having too many small, interrelated complications. Soul Magic is draconian and was intended that way. Not all these are intended for player characters. Soul Magic was designed more for a NPC that is normally not that much of a challenge but can become one if they need to. Magic Aura is mainly designed so that spell casters can identify other spell casters. This is a 0-point complication and will often be a required one for all spell casters. I don’t see a reason you could not buy a spell that would give you targeting on detect magic, but a caster could also buy invisibility to detect magic which would counter that.
  18. I have been busy for the last few weeks so have not had a chance to work on this as much as I would have liked to. Complications help to define a character and all characters should have appropriate complications. Casters often have very different backgrounds than other characters and some caster specific complications can really help with this. Below are some examples of complications for casters. For the most part they affect how a casters magic work and can only be taken by spell casters. In addition to these the caster can also have a lot of other complications that tie into his magical abilities. A character that inherited his magic from a dragon ancestor could have distinctive features. A character who sold his soul to a demon could have accidental change where the demon gains control of the character or could have psychological complications representing the demons influence. Restricted Magic: This physical complication represents that fact that the caster is limited in which spells they can cast. The value is based on how many types of magic the caster has access to. Since this restricts what the player can buy it is always considered infrequently. This could be because of some flaw in the character that prevents him from using some forms of magic, but it can also be due to how the character gained his spells. For example, if the character made a deal with a demon, the demon may restrict his ability to use other magic. Maybe the demon gains power by taking part of the casters power. Focused Caster: (Infrequently, Barely) the character can learn to cast 4-6 types of magic and has no limitations on how he learns them. This is worth 5 pts. Limited Caster: (Infrequently, Slightly) the character can learn to cast 3 types of magic but has no restrictions on how they learn them. Or the character can learn 4-6 types of magic but has significant restriction on how they learn spell. Typically, this means they cannot take spell research and once learned cannot alter their spells. This is worth 10 pts. Restricted Caster: (Infrequently, Greatly) the character single type of magic and has significant restriction on how they learn spells. This is worth 15 pts. Unable to cast Spells: (Infrequently, Fully) the character cannot cast spells at all. The character still has a magic roll but cannot cast spells. This complication is designed for characters that can create magic items, but not cast spell. This is worth 20 pts. Price of power: This dependency means that the character has to make regular sacrifices or engage in specific behavior. Often it means the character is bargaining with something for power but can also represent a character having to behave in a certain manner to access his power. The value of the sacrifice is up to the GM but is equal to that of an expendable focus of equal level. If a behavior is the cost of power, it should be something that has some consequences, and the GM should examine it closely. After making the sacrifice the character can cast spells for at least as long as the frequency of the complication. After that there is a growing chance, the character will lose the ability to cast spells until they make another sacrifice. This usually means the frequency is fairly high usually at least an hour. A caster with this complication may only have the ability to cast spells some of the time so is often more common in NPC’s than for PC’s. Soul Magic: (Extremely Difficult, 1 Hour, starts with a 14 or less roll) The character has to sacrifice a sentient creature to cast spells. After an hour the character has to make a 14 or less roll to cast any spell. There is a -1 penalty for each hour past the first that passes. This is worth 15 pts. Daily Sacrifice: (Common, 1 Day, starts with a 11 or less roll) The character has to make a moderate daily sacrifice to be able to cast spells. This is worth 5 pts). Servant of A power: This social complication is used to represent a character gains his power for directly serving an entity. It is basically a variant of the subject to orders. If the character disobeys the orders, they lose the ability to cast spells until they have regained the favor of the entity. Knight of a Fairy court: (Infrequently, Minor) the character is a sworn vassal of some fey noble. The noble’s requests are usually whimsical rather than dangerous. This is worth 5pts. Servant of a dark power: (Frequently, Major) the character is the hidden agent of a demon or other dark power. They are usually focused on information and manipulation rather than direct combat, but some danger is involved. This is worth 15 pts. Champion of power: (Very frequently, Severe) the character is an envoy of a major power and is sent to deal with major problem of the entity. They are expected to deal with the problem no matter what it takes including sacrificing their own lives. This is worth 25 pts. Marked by Magic: This distinctive feature is one of the most common complications for spell casters. It can represent an actual physical feature but is often an aura that requires special powers to detect. In some campaigns the GM may require all spell casters to take one. Unlike most other spell caster complication, it usually does not affect their ability to cast spell. Magic Aura: (Concealable with major effort, Noticed and recognized, detectable by unusual sense) this complication means that others can detect you are spell caster, but need spells to do so. It is often required that any character casting spells take this complication. By default, it is worth 0 pts, but could be worth more. If the character is a powerful caster or is using forbidden magic the reaction could be more severe and therefor worth more points.
  19. Desolidification would work a lot better for this. The big problem with suppress or other adjustment powers is that by default it targets a specific power rather than working against a special effect. You can use an advantage to make it affect anything with a specific special effect, but then it only affects a single power. This can also be increased with another advantage. For this power to work the way it should, you need to +1/2 add the advantage variable effect. That would allow it to drain a single plant-based power. Without the advantage expanded effect it could suppress an entangle or a barrier, but not both at one time. Expanded effect will add another +1/2 advantage. Since you are already increasing it by two to cover both the DEF and BODY, that brings the advantage up to + 1 ½. So, the active cost on this is 120 points. To make matters worse you forget about change environment.
  20. Dispel is probably the best route to go. It is going to be expensive, but then getting rid of something primary defense that cost a lot of points should be expensive. Since this is Fantasy Hero, you can probably put on a lot of limitations on it to reduce the cost some. Don’t forget that desolidification requires you to define a special effect that does affect it. It might be easier to use that instead of trying to get rid of it. You could use a transformation to add the special effect that affects the desolid instead of getting rid of the power. If the desolidification is affected by magic, you could create a spell that makes all weapons in the area magic. It does not give them any bonus for anything, it just makes it magic.
  21. In some cases, a VPP may not be an option. Personally, I put some restriction on who can use a VPP and how it has to be done. If you are able to quickly create powers on the fly without having to reference the books or use an electronic device to write them up, I don’t have a problem with a player using a VPP without any restrictions. If you cannot do this and want to use a VPP all powers have to be prewritten and you cannot add or modify them during the game. I might allow you to add a power if there is no combat going on, and your character is not currently involved in what is happening. So, if it is out of combat and the group split up and your character is off-screen, I might allow you to add a power. Also, sometimes a multipower is significantly cheaper. Let’s say I am building a character with a gun that shoots different attacks. Each attack is 60 active points and has an OAF. As a multipower I purchase a 60pt pool, put the OAF limitation on it and buy 8 different attacks for 54 pts. Doing it as a VPP I purchase a 30 pt pool with a control cost of 60 and apply the can change as a Zeor-Phase Action and No skill required, and the OAF for 75 pts. So, until I have 15 attacks the multipower is actually cheaper.
  22. I will eventually get to some sample spells, but the main focus is going to be on creating a framework that allows you to create a style of magic. Right now, I am working on some ideas for talents and complications that will allows some customization of spell casters.
  23. Time limit on an instant power allows it to be used again without having to activate it again. It is only useful if there is something that makes activating the power difficult. For example, if the power had a lengthy startup time or required using and expendable focus. Time limit would allow you to use the power any time during its duration without taking the extra time or without having to use another use of your focus. If the Aids have limitations that are required to activate it, you can use the Aid without being restricted by those limitations. For example, if you had requires a skill roll and side effects on the Aid, you would not have to make the roll each time. But if you switched to a different Aid, you could no longer activate the first Aid without going through the full preparation. Any Aids you have still continue to function until the fade away. Once you shift to another slot you can no longer use the first Aid on someone else without shifting to the original slot. When you shift slots, you have to go through the full preparation each time. Once you do that you can use that aid until the time limit goes out without going through the perorations or until you shift to a different Aid.
  24. The only type of magic item that has charges that cannot be recovered is consumable items. Most other types of items can have charges. An item that could shoot a lightning bolt several times a day would be classified as an offensive item. Spell casting items are designed to use the casters own power, so usually don’t have charges.
  25. Here is what I have form creating magic items. Magic Items Enchanting is an INT based skill that costs 2 points for one category. Each additional category cost 1 point. +1 to the roll with all category's costs 2 points. You take a -1 penalty on the roll for every 10 active points in the effect. This skill can only be purchased by a spell caster or someone with latent magic. Magic item categories Consumables: Items with a limited number of uses that once exhausted become useless. Consumables cannot have more than 10 active points. Examples of consumables include potions, wands and scrolls. Spell Casting Items: These items can only be used by a spell caster. They include talismans but can also give bonuses to your magic roll. They can also contain spells that the caster can use without having to purchase. Spells in these items are cast as if the wielder was doing it themselves. That means they use the casters END and Magic skill. Any spell built into a spell casting item is subject to all the rules on spells including needing a magic roll and costing END. Offensive Items: This category is for any non-consumable power that requires an attack roll. It includes all magic weapons but does not include powers that require a magic roll. Defensive Items: Any items that provides ongoing protection to a character is considered a defensive item. Magic armor is considered a defensive Item but can include other protective items. Non-Combat Items: This category includes permeant powers that are not used in combat that do not require a magic roll. Living Enchantments: This category allows a caster to grant a magic power directly to a living creature. If you use a focus limitation it cannot be an accessible focus. Any focus limitation has a physical manifestation that can be damaged to destroy the power. For example, you could have a tattoo that damage to the tattoo cause the enchantment to be destroyed. These types of enchantments draw on the power of the enchanted creature. In other words, the enchanted creature pays the END cost. To create a magic item, you have to enchant the item as it is being created. You cannot add power to an item after it is created or add them to a mundane item. This means that you can only enchant an item you create yourself. Creating magic items requires the enchantment skill, the magic skill, the science skill in the type of magic to be used, and the skill needed to create the item. To enchant an item, you must either know a spell that duplicates the effect or use the skill spell research to create the effect you are enchanting. If you use spell research, you take the normal penalty for the active cost of the power. Using spell research this way does not require you to spend character points. Using spell research this way does has to be done every time you attempt to enchant an item you don’t know the spell for. Enchanting items take a lot of time money and effort. It takes at least 1 day per real point of the item to make. Items costing 10 or less real points also have a material cost equal to that of a difficult to replace focus. Items with a real cost of 11-20 points have a material cost of that of a very difficult to replace focus. Items of a real cost of more than 20 have a material cost of an extremely difficult to replace focus. This time and cost are in addition to any required to create the item. Creating magic items requires the enchantment skill, the magic skill, the appropriate science skill for the type of magic, knowing the spell, or spell research and the skill to create the item. You take the time required to make item and the roll to creating the item and the enchantment roll with the penalty for the total active cost of the item. The magic skill and the science skill are both complementary skills to the enchantment skill. If both rolls succeed you have created the item. If the roll to create the item fails, the item is flawed beyond repair and is useless. If you make the roll to create the item but fail the enchantment roll the item works but is not enchanted and functions like a normal item of its type. In either case the material components are gone. Normally a caster can only make an item with a real cost equal to his EGO. They can spend extra time to increase this limit. Each step down the time chart past 1 day adds +5 to the real cost the caster can create. So, if a caster spent an extra year enchanting an item, they would add +20 to their EGO to determine the maximum active cost the item can be.
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