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<blockquote data-quote="ThePublic" data-source="post: 3676821" data-attributes="member: 54122"><p>All of this is good stuff, but then again it comes back to the question at hand (well not the question, but more the spirit of the question I really had in mind).</p><p></p><p>3/3.5 ed- perm is a 5th level spell (in a world where the PCs 'by the book' just pick a new spell or so a level)- is able to be dispelled by a 3rd level spell (dispel magic, which BTW was usually used to help remove charms, quests, geas, curses etc in 1st ed, but is now the cure what ails you magically spell). The levels changed, but the big toss of XP for a perm spell didn't , hence it is not that popular (when you can create a misc item with the same type of 'juice' for lack of a better term and not have the monkey of Dispel Magic around to off your hard work)</p><p></p><p>1stEd- Perm is a 9th level spell, is wicked strong, but it cost xp (which is even harder won at those levels) but the idea of permanecy is truely perm, short of antimagic shell/ rod of absorption. (well that and most GMs had you find your spells back then, but that is another story.</p><p></p><p>So, the issue I have isn't with the spell, but understanding the spirit of the device of it as a balance factor (XP for a cool effect with a risk of losing it if some joker finds out and whips the old dispel magic ata ya) vs teh classic one that I have seen used, and to make a different spell perm other than the classic list cost lots of GP, and time in game for a tight perctage roll.</p><p></p><p>That and it used to cost Stat points when you made an item, but that is another issue that I ahve come to peace with in the new age.</p><p></p><p>So. is my perception screwed (which if so I can accept) or does it just feel a bit odd since things have changed so much in the new editions(which I can accept with a bit of explanation)?</p><p></p><p>Let me know</p><p></p><p>ThePublic</p></blockquote><p></p>
[QUOTE="ThePublic, post: 3676821, member: 54122"] All of this is good stuff, but then again it comes back to the question at hand (well not the question, but more the spirit of the question I really had in mind). 3/3.5 ed- perm is a 5th level spell (in a world where the PCs 'by the book' just pick a new spell or so a level)- is able to be dispelled by a 3rd level spell (dispel magic, which BTW was usually used to help remove charms, quests, geas, curses etc in 1st ed, but is now the cure what ails you magically spell). The levels changed, but the big toss of XP for a perm spell didn't , hence it is not that popular (when you can create a misc item with the same type of 'juice' for lack of a better term and not have the monkey of Dispel Magic around to off your hard work) 1stEd- Perm is a 9th level spell, is wicked strong, but it cost xp (which is even harder won at those levels) but the idea of permanecy is truely perm, short of antimagic shell/ rod of absorption. (well that and most GMs had you find your spells back then, but that is another story. So, the issue I have isn't with the spell, but understanding the spirit of the device of it as a balance factor (XP for a cool effect with a risk of losing it if some joker finds out and whips the old dispel magic ata ya) vs teh classic one that I have seen used, and to make a different spell perm other than the classic list cost lots of GP, and time in game for a tight perctage roll. That and it used to cost Stat points when you made an item, but that is another issue that I ahve come to peace with in the new age. So. is my perception screwed (which if so I can accept) or does it just feel a bit odd since things have changed so much in the new editions(which I can accept with a bit of explanation)? Let me know ThePublic [/QUOTE]
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