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Old 05-04-2015, 04:44 PM   #34
Grouchy Chris
 
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Default Re: Building permanent magical traps with GURPS Magic

Quote:
Originally Posted by jeff_wilson View Post
Enchanted spells don't benefit from cost reductions for high skills either, but they are absolutely, positively meant to be capable of permanence as the existence of the Power enchantment attests, and the large numbers of "always on" item descriptions attest.
I don't see that as relevant, since Enchant is a completely different spell, and the no-cost-reduction rule in this case is due to the necessity of ceremonial magic.

I think we're in a rather gray area of the rules and we aren't likely to agree on this, so I've emailed Kromm to ask. If he has time for an answer, I'll relay what I learn here.
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