Fair XP cost for a talent to add a spell type

By FinarinPanjoro, in Rules Questions

Hey all,

I'm GMing a superhero campaign and we have a spellcaster in the party. She uses Divine. Before the EPG came out and created the Mask spell and the Teleportation Talent we had already allowed these to be done using Divine. I've resolved how to fit in Teleportation with the way the talent works (the talent let's you do it in structured encounters, we had only allowed it outside of structured encounters), but what would be a fair cost for a talent to add Mask to the Divine Spell list.

Normally I would not be in favor of allowing a spell to cross types, but this is a case of maintaining story continuity and won't affect anyone else (she's the only spellcaster). I could do nothing and just let her use Mask, but I feel like some cost should be paid to balance this with the other PCs who didn't get an immediate free benefit from the arrival of the EPG.

I was thinking maybe a level 2 talent (10 xp). Thoughts anyone?

I mean, Polymorph is similar and a tier 4.

I completely forgot about Polymorph! Great catch and an excellent reference point! Thanks I'll go with that!