Base cost of Magery is [5] for 0 and [10] for each subsequent level.
The staff/soul jar dagger is the focus of that magery. That should make it a gadget.
A silver dagger is breakable, can be stolen and your dagger is the only one you get, so it's unique.
The dagger gets DR 6, HT 11 and 5 HP; so the breakable limitation is -10%.
If we figure it's 8" overall then it's a -6 size; so another -10%.
Since it can be stolen and a quick contest of DX or ST is needed to steal it, -30%; but since it's just a silver dagger to a thief, halve that to -15%.
Unique is -25%.
So a total of -60%.
This drags the price of magery to [5] for 0 and [4] for each subsequent level.
Now, the soul jar.
It's very close to the Unkillable advantage. So Unkillable 1 [50] with the Special Limitation (Soul Jar -50%) for a total of [25].
Thus. Magery 0, [5]; Magery 1, [34]; Magery 2, [38] and Magery 3, [42].
However... If you're a Magi... You get Magery 3 for [17]; the Special Limitation (Soul Stone -50%) is applied to your Resistant (Metabolic Hazards, Immune) [15]; Unaging [8] and Unkillable 2 [50] for a total of [90].
This is to start the campaign with these levels. Time and money are what you need to get everything but Magery 0 after play starts.
The next hurdle is that to be a Magi at the start of the game means your master considered you worthy of being promoted from journeyman to master. In a 150/50/5 game, that's far fetched since you're not going to be able to afford many spells on the 60/50/5 remaining.
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