Quote:
Originally Posted by Varyon
Alternatively, I think magic items are already meant to be permanent, so making one that automatically renews the spell might be possible. Building it as an amulet that grants an always-on Ally Advantage (probably with Minion and optionally with Special Abilities), where the Ally simply has sufficient Magery and skill to maintain the spell every so often, would probably work. It also gives a good way to dispel it - destroy the amulet, thereby preventing it from continuing to renew the spell.
EDIT: The problem with this, of course, is that a spell that makes the crops grow a bit faster and one that selectively destroys anyone not bearing the Royal Crest upon crossing the gateway cost exactly the same amount of character points to make permanent, effectively making the Permanence effect one with a set character point cost...
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I'd ignore magic items - they already have their own system. I'm still not sold that you need a "permanent" effect. You want a permanent effect? Figure out how long the campaign you are in is going to last and then go a century beyond that. This is no different than the GM figuring out how much damage of a given source will appear in his campaign and then declaring that DR that protects up to that amount grants "immunity."