[OWBN-Council] [Proposal][Bylaws][Autopass] 10.o.xii Binding mechanics for hedge magic items
This proposal is made in accordance with the Coordinator Bylaws, section 3.C. (Subsections ii. and iii.):
3. Coordinator Duties
C. Genre Coordinators
iii Genre Coordinators must pass before Council any plot, R&U bylaw revision, R&U named characters, Coordinator-NPC Character Resurrections, territory requests, in character enforced policy, or in character binding edict they wish to use which they can reasonably expect to affect multiple chronicles and these proposals need not be seconded, but go immediately into discussion.
I, Drew Mackenzie, as Hunter Coordinator, hereby propose the following additions to Character Bylaw 10.o
10.o.xii Binding mechanics for hedge magic items
Non hedge mages must purchase items made with the hedge magic path of enchantment before being able to use them.
Items made with Basic spells cost 2 xp
Items made with Intermediate spells cost 4 xp
Items made with advanced spells cost 6 xp
A non hedge mage character may only be under the effect of single use items made with the hedge magic path of alchemy a number of times per day equal to their level in the occult ability.
Items made by the hedge magic path of alchemy become inert after a period of time after they leave the possession of a hedge mage.
Items made with a basic spell last one night
Items made with an intermediate spell last one month
Items made with an advanced spell last 6 months