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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
So. Permanency, the spell.
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<blockquote data-quote="evildmguy" data-source="post: 9312362" data-attributes="member: 6092"><p>Great discussion! </p><p></p><p>I think the original idea was that magic items were found and couldn't be made anymore. It's why adventurers went adventuring. Maybe late 2E finally had rules on how to make an item for PCs but I thought most of it was assumed to be found or NPC created, hence the huge cost. </p><p></p><p>Permanency is also tough because of the idea of game balance. I do agree losing a slot is a lot, same for CON. What if there is a limit to the number of spells that can be permanent on a person? No more than CHA mod? (I say that because CHA seems to be influencing externally, as a generic idea.) Or no more spell levels total that CHA score? </p><p></p><p>Oooh! What if having a permanent spell was considered one of the receiving character's attunement slots? That might make them think a bit before doing this. It could still be powerful, with True Seeing, Stoneskin, or similar as the spell picked, but it does have a cost. </p><p></p><p>Maybe limits need to be created for them but that could get to be a huge endeavor. If Stoneskin was made permanent, maybe it only protected from level of caster x 10 hit points before it goes dormant for the rest of the day? Then that has to be done for a lot of spells. Or put into the description as something the DM and player figure out. </p><p></p><p>If they are fixed, a la Wall of Fire, then not sure there needs to be a cost. The long casting time makes it not valid for adventuring. If they want to protect their stronghold or the party's or their liege, that seems to be what they are for. </p><p></p><p></p><p>Unless it's one check at the end instead of every day? </p><p></p><p>The question I had about that is can they do something else during this time? If they are giving themselves a permanent Detect Magic, can they still adventure? They will be down those slots every day. </p><p></p><p></p><p>Why is a cost needed? It seems tough on one of the lowest hit point classes to lose more to this, unless the idea is that they don't make more than two or three in their life? I think the problem is that gold doesn't mean much. Maybe if it's balance, all spells to be made permanent need some rare components that must be harvested by the caster? Worth at least 1000 gp x spell level to be made permanent? </p><p></p><p>In my current PF1 game, time was a great limiting factor. They could take five or six days off for a few things to be made, different rules of course, but they had to pick wisely what they would make as they didn't have unlimited time to do this during the campaign. </p><p></p><p>Thanks for the discussion!</p></blockquote><p></p>
[QUOTE="evildmguy, post: 9312362, member: 6092"] Great discussion! I think the original idea was that magic items were found and couldn't be made anymore. It's why adventurers went adventuring. Maybe late 2E finally had rules on how to make an item for PCs but I thought most of it was assumed to be found or NPC created, hence the huge cost. Permanency is also tough because of the idea of game balance. I do agree losing a slot is a lot, same for CON. What if there is a limit to the number of spells that can be permanent on a person? No more than CHA mod? (I say that because CHA seems to be influencing externally, as a generic idea.) Or no more spell levels total that CHA score? Oooh! What if having a permanent spell was considered one of the receiving character's attunement slots? That might make them think a bit before doing this. It could still be powerful, with True Seeing, Stoneskin, or similar as the spell picked, but it does have a cost. Maybe limits need to be created for them but that could get to be a huge endeavor. If Stoneskin was made permanent, maybe it only protected from level of caster x 10 hit points before it goes dormant for the rest of the day? Then that has to be done for a lot of spells. Or put into the description as something the DM and player figure out. If they are fixed, a la Wall of Fire, then not sure there needs to be a cost. The long casting time makes it not valid for adventuring. If they want to protect their stronghold or the party's or their liege, that seems to be what they are for. Unless it's one check at the end instead of every day? The question I had about that is can they do something else during this time? If they are giving themselves a permanent Detect Magic, can they still adventure? They will be down those slots every day. Why is a cost needed? It seems tough on one of the lowest hit point classes to lose more to this, unless the idea is that they don't make more than two or three in their life? I think the problem is that gold doesn't mean much. Maybe if it's balance, all spells to be made permanent need some rare components that must be harvested by the caster? Worth at least 1000 gp x spell level to be made permanent? In my current PF1 game, time was a great limiting factor. They could take five or six days off for a few things to be made, different rules of course, but they had to pick wisely what they would make as they didn't have unlimited time to do this during the campaign. Thanks for the discussion! [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
So. Permanency, the spell.
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