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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
So. Permanency, the spell.
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<blockquote data-quote="Faolyn" data-source="post: 9312758" data-attributes="member: 6915329"><p>I would imagine not, although I suppose a Narrator could decide it was.</p><p></p><p></p><p>Good point on the ring. Mind, I think the average party is more likely to find a <em>ring of regeneration </em>than they are to reach 15th level in order to cast <em>permanency</em>, but still. </p><p></p><p><em>Regenerate </em>is a 7th level spell, which suggests that casting <em>permanency </em>on a person would cost 5,000 gp per level. On the other hand, <em>freedom of movement </em>is 4th level and the ring only costs 2,500 gp. So there's no easy conversion between level and cost. To me, this suggests that casting permanency on a person and casting it on an object or area should definitely cost two different amounts. We (meaning Narrators) want (PC-made) castles to be surrounded by lightning moats and (PC-made) fae lands to be covered in illusions a bit more than we want PCs to be permanently regenerating. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p>The options, as I see it, are:</p><p></p><p>* The spell costs an increasing amount depending on level, rather than a flat 1k/level. Blue-skying here, cantrips: 500 gp, levels 1-3: 1k/level, levels 4-6: 5k/level, levels 6-9: 10k/level. Maybe half this amount if you're casting on an object or area. This makes the two rings mentioned above far better deals than having the spell made <em>permanent, </em>while still giving the option for people to permanent-ize spells that don't normally have non-conumable magic item equivalents, like <em>enlarge/reduce</em>. (<em>Enlarge </em>is one of the spells you were historically able to make <em>permanent</em>.)</p><p></p><p>* You can't make a spell cast on a person permanent. Objects and areas only.</p><p></p><p></p><p></p><p>I personally wouldn't use <em>permanency </em>for making magic items; I would assume that it's the crafting process and reagents that makes the item magical. I was just comparing the costs of, say, a <em>shortsword +1 </em>and a shortword on which <em>magic weapon </em>was cast. I could include a line like "this spell is not intended for making magic items of the type found in <em>Trials & Treasures </em>and similar sources; use the Crafting rules in the Downtime section of the <em>Adventurer's Guide</em>" instead" under the Narrator's Note.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9312758, member: 6915329"] I would imagine not, although I suppose a Narrator could decide it was. Good point on the ring. Mind, I think the average party is more likely to find a [I]ring of regeneration [/I]than they are to reach 15th level in order to cast [I]permanency[/I], but still. [I]Regenerate [/I]is a 7th level spell, which suggests that casting [I]permanency [/I]on a person would cost 5,000 gp per level. On the other hand, [I]freedom of movement [/I]is 4th level and the ring only costs 2,500 gp. So there's no easy conversion between level and cost. To me, this suggests that casting permanency on a person and casting it on an object or area should definitely cost two different amounts. We (meaning Narrators) want (PC-made) castles to be surrounded by lightning moats and (PC-made) fae lands to be covered in illusions a bit more than we want PCs to be permanently regenerating. ;) The options, as I see it, are: * The spell costs an increasing amount depending on level, rather than a flat 1k/level. Blue-skying here, cantrips: 500 gp, levels 1-3: 1k/level, levels 4-6: 5k/level, levels 6-9: 10k/level. Maybe half this amount if you're casting on an object or area. This makes the two rings mentioned above far better deals than having the spell made [I]permanent, [/I]while still giving the option for people to permanent-ize spells that don't normally have non-conumable magic item equivalents, like [I]enlarge/reduce[/I]. ([I]Enlarge [/I]is one of the spells you were historically able to make [I]permanent[/I].) * You can't make a spell cast on a person permanent. Objects and areas only. I personally wouldn't use [I]permanency [/I]for making magic items; I would assume that it's the crafting process and reagents that makes the item magical. I was just comparing the costs of, say, a [I]shortsword +1 [/I]and a shortword on which [I]magic weapon [/I]was cast. I could include a line like "this spell is not intended for making magic items of the type found in [I]Trials & Treasures [/I]and similar sources; use the Crafting rules in the Downtime section of the [I]Adventurer's Guide[/I]" instead" under the Narrator's Note. [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
So. Permanency, the spell.
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