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<blockquote data-quote="Sepulchrave II" data-source="post: 3042872" data-attributes="member: 4303"><p>No. Cost for permanency is based on the <em>Unmitigated</em> Spellcraft Prerequisite x250. This means that a big spell (say a ritual with 5 participants, lots of mitigating factors, with a USP of 100) will cost 25,000 XP to make permanent. As Cheiromancer points out, it's based off of the <em>permanency</em> spell's 500 XP/level. To develop and then cast such a spell immediately afterwards would require a 29,000 XP investment (30th- level at the earliest); alternatively a 26th-level developer could wait before casting until just shy of 27th-level. In either case, it would strip an entire level's worth of XP from the caster.</p><p></p><p>There again, you can do some pretty cool sh*t with a USP 100 spell. </p><p></p><p>I had considered adding an additional +20 to the Spellcraft Prerequisite to <em>allow</em> it to be made permanent (emulating a seed with <em>permanency</em> as the root spell) but decided against it: effectively you'd be charging the caster twice for the same effect, and that seemed too much like a <em>permanency</em> supertax.</p><p></p><p>Remember that because of the <em>dispel</em> seed 'permanent' doesn't really mean <em>permanent</em>. D&D has another word for that - <em>instantaneous</em> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> .</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3042872, member: 4303"] No. Cost for permanency is based on the [I]Unmitigated[/I] Spellcraft Prerequisite x250. This means that a big spell (say a ritual with 5 participants, lots of mitigating factors, with a USP of 100) will cost 25,000 XP to make permanent. As Cheiromancer points out, it's based off of the [I]permanency[/I] spell's 500 XP/level. To develop and then cast such a spell immediately afterwards would require a 29,000 XP investment (30th- level at the earliest); alternatively a 26th-level developer could wait before casting until just shy of 27th-level. In either case, it would strip an entire level's worth of XP from the caster. There again, you can do some pretty cool sh*t with a USP 100 spell. I had considered adding an additional +20 to the Spellcraft Prerequisite to [I]allow[/I] it to be made permanent (emulating a seed with [I]permanency[/I] as the root spell) but decided against it: effectively you'd be charging the caster twice for the same effect, and that seemed too much like a [I]permanency[/I] supertax. Remember that because of the [I]dispel[/I] seed 'permanent' doesn't really mean [I]permanent[/I]. D&D has another word for that - [I]instantaneous[/I] :confused: . [/QUOTE]
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