Guidelines about stat enhancement and permanency spells.


Pathfinder First Edition General Discussion


Dose anybody here as GM have ever allowed the use of "Permanency" on character stats? ( I mean str, dex etc..).If so, what should be the right price? My educated guess is half the cost of the object with the same effect. Eg. if a belt of strength +4 costs16K , for such spell, the price should be 8K ( more or less as if are paying the cost to create that item). Do you think is the right guideline? I think an higher price ( if you allow this spell) isn't fair ( Considering that "Dispel magic" or "anti magic" don't suppress the effect like on objects but neutralize "permanency" and doing that the spell linked to it, permanently.)


It's the equivalent of a slotless item that's invulnerable to sundering or theft. I'd say those two qualities more than make up for invulnerability to dispel magic, so I'd charge the full 32,000 for the effect if I allowed it at all.


No, don't allow it.

Someone will find a source for a spell where the bonus is NOT an enhancement bonus so ti stacks... Once you have allowed permanecy to work on stats one way you do not have as strong of an argument for other ways.

Soon everyone will want all sorts of spells "permanencied" on them.

Don't do it.


Ughbash wrote:

No, don't allow it.

Someone will find a source for a spell where the bonus is NOT an enhancement bonus so ti stacks... Once you have allowed permanecy to work on stats one way you do not have as strong of an argument for other ways.

Soon everyone will want all sorts of spells "permanencied" on them.

Don't do it.

I must agree, knowing my players and their hunger maybe the best line of action is no action.


Or just say
"It works for enhancement bonuses, and not for any others." and go from there.

-S

Shadow Lodge

Refer to the "Inscribe Magical Tatoo" feat. Having said that you should probably not allow it anyway


Selgard wrote:

Or just say

"It works for enhancement bonuses, and not for any others." and go from there.

Even so, it's still way underpriced.

A belt of physical perfection +4 costs 64,000 gp, and the headband of mental superiority +4 likewise.

For 48,000 gp (6*8,000) the OP would allow me a +4 to all stats, less than the cost of the belt alone, and I'm not even using any slots.

Bear in mind that dispel magic would only remove one of the six effects, so it could be "repaired" for another 8000 gp. Even greater dispel magic couldn't remove all the effects unless you were 24th level and rolled very well.

And I didn't even have to use a feat slot for this. Why take crafting feats when you can just learn permanency?


In fairness, Permanency should be cheaper then Magic Items. If a magic item is Dispelled, it will only be suppressed. If a Permanency Spell is Dispelled, you have to pay the cost all over again. That being said... I would be hesitant to expand the spells Permanency can be applied to since it is already a powerful spell.


Anzyr wrote:
In fairness, Permanency should be cheaper then Magic Items.

Because dispel magic is so much more common than a hammer? Or a pickpocket?


A hammer? Magic Items are pretty hard to destroy or lose to random thefts. Dispel Magic is much more likely to affect me then either of those. If you lose your magic items to either a hammer or a pickpocket, either you have made a mistake, or you really lost them to GM fiat.


Orfamay Quest wrote:
Anzyr wrote:
In fairness, Permanency should be cheaper then Magic Items.

Because dispel magic is so much more common than a hammer? Or a pickpocket?

Magic armor and weapons are far stronger and more durable than normal wood / steel / hide / whatever. Plus, you can almost always repair your magic items can be fairly easily and cheaply. A spell that was Permanencied and is lost requires another entire expensive Permanency spell to keep going. Also, Permanency can only be done by one class. These are all balancing factors that should make it cheaper to do than actual magic items.


By RAW, there's only a handful of spells you can permanency. If you were to houserule other spells that could be made permanent I would suggest not making enhancement bonuses permanent since monsters of similar CR without dispel magic would be at a severe disadvantage. Plus you free up their headband and belt slots for other more powerful magic items.

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