Permanent Spells
Posted: Mon Jan 30, 2012 6:01 am
How do you do it?
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pblackcrow wrote:Permanency
Level: Ten
Range: Self or Touch
Duration: Permanent
Saving Throw: Not applicable because it effects the magic not the person/animal.
P.P.E. Cost: 200 per spell affected.
The spell allows some already cast spell to have a duration of permanent. The level and power of the spell remains the same. A successful negate magic spell and anti magic cloud will destroy the affect of permanency. Also the caster can cancel the spell at will, and if the caster dies the spell is negated. Note: The spell can not be used on a spell with an instant duration.
Damian Magecraft wrote:pblackcrow wrote:Permanency
Level: Ten
Range: Self or Touch
Duration: Permanent
Saving Throw: Not applicable because it effects the magic not the person/animal.
P.P.E. Cost: 200 per spell affected.
The spell allows some already cast spell to have a duration of permanent. The level and power of the spell remains the same. A successful negate magic spell and anti magic cloud will destroy the affect of permanency. Also the caster can cancel the spell at will, and if the caster dies the spell is negated. Note: The spell can not be used on a spell with an instant duration.
That PPE cost seems a tad low for such a powerful spell.
Also the level of the spell seems low to me.
Other than that good spell.
drewkitty ~..~ wrote:Damian Magecraft wrote:pblackcrow wrote:Permanency
Level: Ten
Range: Self or Touch
Duration: Permanent
Saving Throw: Not applicable because it effects the magic not the person/animal.
P.P.E. Cost: 200 per spell affected.
The spell allows some already cast spell to have a duration of permanent. The level and power of the spell remains the same. A successful negate magic spell and anti magic cloud will destroy the affect of permanency. Also the caster can cancel the spell at will, and if the caster dies the spell is negated. Note: The spell can not be used on a spell with an instant duration.
That PPE cost seems a tad low for such a powerful spell.
Also the level of the spell seems low to me.
Other than that good spell.
For the 200PPe you would need also to include a Prem. PE or Prem. PPE cost in the spell.
pblackcrow wrote:Also, we house ruled it. The mage can't regain 15 points of PPE per spell afflicted until spell is canceled.
Grug wrote:drewkitty ~..~ wrote:Damian Magecraft wrote:pblackcrow wrote:Permanency
Level: Ten
Range: Self or Touch
Duration: Permanent
Saving Throw: Not applicable because it effects the magic not the person/animal.
P.P.E. Cost: 200 per spell affected.
The spell allows some already cast spell to have a duration of permanent. The level and power of the spell remains the same. A successful negate magic spell and anti magic cloud will destroy the affect of permanency. Also the caster can cancel the spell at will, and if the caster dies the spell is negated. Note: The spell can not be used on a spell with an instant duration.
That PPE cost seems a tad low for such a powerful spell.
Also the level of the spell seems low to me.
Other than that good spell.
For the 200PPe you would need also to include a Prem. PE or Prem. PPE cost in the spell.
He did say there was a semi-permanent P.P.E. cost right underneath. You just need to use the wheel on your mouse and roll it towards you to see it!pblackcrow wrote:Also, we house ruled it. The mage can't regain 15 points of PPE per spell afflicted until spell is canceled.
With the 15 P.P.E. cost, I think it is a fine spell especially since negate magic and anti-magic cloud can remove it.
Damian Magecraft wrote:Grug wrote:drewkitty ~..~ wrote:Damian Magecraft wrote:pblackcrow wrote:Permanency
Level: Ten
Range: Self or Touch
Duration: Permanent
Saving Throw: Not applicable because it effects the magic not the person/animal.
P.P.E. Cost: 200 per spell affected.
The spell allows some already cast spell to have a duration of permanent. The level and power of the spell remains the same. A successful negate magic spell and anti magic cloud will destroy the affect of permanency. Also the caster can cancel the spell at will, and if the caster dies the spell is negated. Note: The spell can not be used on a spell with an instant duration.
That PPE cost seems a tad low for such a powerful spell.
Also the level of the spell seems low to me.
Other than that good spell.
For the 200PPe you would need also to include a Prem. PE or Prem. PPE cost in the spell.
He did say there was a semi-permanent P.P.E. cost right underneath. You just need to use the wheel on your mouse and roll it towards you to see it!pblackcrow wrote:Also, we house ruled it. The mage can't regain 15 points of PPE per spell afflicted until spell is canceled.
With the 15 P.P.E. cost, I think it is a fine spell especially since negate magic and anti-magic cloud can remove it.
Ok I missed that post...
With the semi-permanent accumulate cost I retract my statement about cost. I still would suggest a higher level however.
Grug wrote:drewkitty ~..~ wrote:Damian Magecraft wrote:pblackcrow wrote:Permanency
Level: Ten
Range: Self or Touch
Duration: Permanent
Saving Throw: Not applicable because it effects the magic not the person/animal.
P.P.E. Cost: 200 per spell affected.
The spell allows some already cast spell to have a duration of permanent. The level and power of the spell remains the same. A successful negate magic spell and anti magic cloud will destroy the affect of permanency. Also the caster can cancel the spell at will, and if the caster dies the spell is negated. Note: The spell can not be used on a spell with an instant duration.
That PPE cost seems a tad low for such a powerful spell.
Also the level of the spell seems low to me.
Other than that good spell.
For the 200PPe you would need also to include a Prem. PE or Prem. PPE cost in the spell.
He did say there was a semi-permanent P.P.E. cost right underneath. You just need to use the wheel on your mouse and roll it towards you to see it!pblackcrow wrote:Also, we house ruled it. The mage can't regain 15 points of PPE per spell afflicted until spell is canceled.
With the 15 P.P.E. cost, I think it is a fine spell especially since negate magic and anti-magic cloud can remove it.
JuliusCreed wrote:
I like the concept, but for 200 PPE to cast and the semi permanent loss of 15 it still seems a touch underpowered. Perhaps in addition to the 15 PPE loss you could add the PPE cost of the spell made permanent in the first place not available until the permanency is cancelled/negated. I see the loss of the 15 as maintaining the Permanency spell itself after casting, Thus the PPE of the spell made permanent should be in limbo as well. Just my 2 coppers.
pblackcrow wrote:JuliusCreed wrote:
I like the concept, but for 200 PPE to cast and the semi permanent loss of 15 it still seems a touch underpowered. Perhaps in addition to the 15 PPE loss you could add the PPE cost of the spell made permanent in the first place not available until the permanency is cancelled/negated. I see the loss of the 15 as maintaining the Permanency spell itself after casting, Thus the PPE of the spell made permanent should be in limbo as well. Just my 2 coppers.
That would make the mage useless.
JuliusCreed wrote:Grug wrote:drewkitty ~..~ wrote:Damian Magecraft wrote:pblackcrow wrote:Permanency
Level: Ten
Range: Self or Touch
Duration: Permanent
Saving Throw: Not applicable because it effects the magic not the person/animal.
P.P.E. Cost: 200 per spell affected.
The spell allows some already cast spell to have a duration of permanent. The level and power of the spell remains the same. A successful negate magic spell and anti magic cloud will destroy the affect of permanency. Also the caster can cancel the spell at will, and if the caster dies the spell is negated. Note: The spell can not be used on a spell with an instant duration.
That PPE cost seems a tad low for such a powerful spell.
Also the level of the spell seems low to me.
Other than that good spell.
For the 200PPe you would need also to include a Prem. PE or Prem. PPE cost in the spell.
He did say there was a semi-permanent P.P.E. cost right underneath. You just need to use the wheel on your mouse and roll it towards you to see it!pblackcrow wrote:Also, we house ruled it. The mage can't regain 15 points of PPE per spell afflicted until spell is canceled.
With the 15 P.P.E. cost, I think it is a fine spell especially since negate magic and anti-magic cloud can remove it.
I like the concept, but for 200 PPE to cast and the semi permanent loss of 15 it still seems a touch underpowered. Perhaps in addition to the 15 PPE loss you could add the PPE cost of the spell made permanent in the first place not available until the permanency is cancelled/negated. I see the loss of the 15 as maintaining the Permanency spell itself after casting, Thus the PPE of the spell made permanent should be in limbo as well. Just my 2 coppers.
Damian Magecraft wrote:question for Crow:
How does this work for weapons and armor? is the 15 permanently lost?
pblackcrow wrote:Damian Magecraft wrote:question for Crow:
How does this work for weapons and armor? is the 15 permanently lost?
The only way it could be permanently lost is if a spell (like in the case of armor of Ithane(Sp), globe of day light, wall spells, etc), object (in the case of the fly spell), or creature (in the case of breathe without air, fly as the eagle, and the before mentioned agony spell.) that it is cast upon is destroyed. If either one of those are distorted, then the loss of the PPE is permanent.
It effect the duration AND ONLY THE DURATION of an existing spell!!! It doesn't effect the strengthen any object to indestructibility or strengthen a spell or aid the spell in anyway shape or form, other than duration extending!
Damian Magecraft wrote:Thats what I was after...
Lets say I wanted to enchant my half suit of chain to have a higher AR and more sdc (AoI would be good for this) what happens to the extra 15PPE then?
pblackcrow wrote:Damian Magecraft wrote:Thats what I was after...
Lets say I wanted to enchant my half suit of chain to have a higher AR and more sdc (AoI would be good for this) what happens to the extra 15PPE then?
I will put it to you like this...With armor of Ithane made permanent, you're not going to be able to go to the bathroom, take your armor off, access your backpack if you were wearing it during casting.
And if you cast it on the half suit when it is off of your body, you will not be able to put it on.
However, an Alchemist maybe able to help you.
And to tell the truth, I am not sure where it goes once the object, spell, or critter is destroyed. uh, I would guess that it is destroyed with it. Uh, it fizzles into nothingness and can not be recovered by anyone. I am guessing.
Damian Magecraft wrote:pblackcrow wrote:Damian Magecraft wrote:Thats what I was after...
Lets say I wanted to enchant my half suit of chain to have a higher AR and more sdc (AoI would be good for this) what happens to the extra 15PPE then?
I will put it to you like this...With armor of Ithane made permanent, you're not going to be able to go to the bathroom, take your armor off, access your backpack if you were wearing it during casting.
And if you cast it on the half suit when it is off of your body, you will not be able to put it on.
However, an Alchemist maybe able to help you.
And to tell the truth, I am not sure where it goes once the object, spell, or critter is destroyed. uh, I would guess that it is destroyed with it. Uh, it fizzles into nothingness and can not be recovered by anyone. I am guessing.
so the spell was never designed with actual enchanting in mind...
Got it...
In that case I withdraw my stance on the level of the spell as well. (if anything now I think its too high)