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Thread: Handling Permanency
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2018-11-26, 08:05 PM (ISO 8601)
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Handling Permanency
Hellow fellow scribes...
So, I'm trying to write some general guidelines for use of the permanency spell, and I want to know what people allow and how people handle this spell. The thing is, that I want to use the spell to create more options for spells being turned permanent, but I would like to know how people handle this and what experience people have with maybe expanding the list of permanent options!
So any comments or advice is much appreciated!
Thanks!
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2018-11-26, 08:19 PM (ISO 8601)
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Re: Handeling Permanency
I mean, it's only two hours, so permanent might be overstating it, but...
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2018-11-26, 08:22 PM (ISO 8601)
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2018-11-26, 08:51 PM (ISO 8601)
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2018-11-26, 09:02 PM (ISO 8601)
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Re: Handling Permanency
The list of Permanency-capable spells is extremely short and specific. I've broken them down into categories and checked for other spells that meet those categories and. . .they've pretty much got them all on there. So if you want to allow more Permanency effects, you're sailing into uncharted waters.
I have no suggestions other than: check the xp cost for the spell against the Permanency formula (organize the existing spells by level and you'll see it), and if the xp cost doesn't seem high enough for what they'd get, then that spell cannot be Permanency'd.Last edited by Fizban; 2018-11-26 at 09:03 PM.
Fizban's Tweaks and Brew: Google Drive (PDF), Thread
A collection of over 200 pages of individually small bans, tweaks, brews, and rule changes, usable piecemeal or nearly altogether, and even some convenient lists. Everything I've done that I'd call done enough to use in one place (plus a number of things I'm working on that aren't quite done, of course).
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2018-11-26, 09:49 PM (ISO 8601)
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Re: Handling Permanency
A tale of two tragic feats: Once, we had some very cute, maybe a little shy feats called Persist and Devine Meta Magic. Once they met, madness engulfed the world, formerly friendly gaming groups broke apart in anger and form discussion were forever poisoned....
In short: Leave well be. If you really want to permanency something, craft a continuous item based on it. Now lookee Žere, most players don't want to go with the official prices, way too expensive (yada yada), let's see if it can be done via Permanency or Persistent instead.....
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2018-11-26, 10:48 PM (ISO 8601)
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Re: Handling Permanency
More seriously, if you're wanting to wander into house-rules territory to expand the list, I've tossed the idea around in my head to allow players to create a Permanent effect out of any spell measured in rounds, minutes or hours by permanently dedicating two spell slots to it (similar to the how the Archmage prestige class burns spell slots on its class powers) - one slot of whatever level the spell is they're making Permanent, and one spell slot of fifth level or higher for the Permanency. On the one hand, there are a bunch of spells that people would make permanent; on the other, two spell slots is not nothing and adds up fast if you make a bunch of spells Permanent.
Never having actually put it into play, I'm not sure if this would be 'so good it's broken' or 'so terrible no one would take it.' And you'd have to figure out how they re-establish such a spell after it's been discharged or dispelled - spending 10 minutes per spell level or work to re-establish it, or it automatically comes back up the next time they prepare spells, or whatever. But I'm throwing the idea out there.
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2018-11-27, 07:43 AM (ISO 8601)
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- Jun 2015
Re: Handling Permanency
Persist is broken with many other tricks too.
An illuminan can get free persist, an incantatrixe can get free persists too.
Heck even an ultimate magus or a single classed bard can get free persists.
The problem is not the ways to get metamagics easier.
The problem is persist spell.
with free metamagics without persist you can just get a lot of firepower or cast two spells per turn but with persist it breaks down hard because you now get stuff like "all day long I am going to deal 160d6 damage as free actions while being in an antimagic zone and under the shape of an immortal creature"Last edited by noob; 2018-11-27 at 07:49 AM.
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2018-11-27, 12:00 PM (ISO 8601)
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Re: Handling Permanency
Thank you for those answers...
My thoughts was, that I did not see why some could be permanenced and some not. To me there did not seem to be a certain formula for determining which can and which cannot. My thought was then that the spell listed was simply examples, and that pretty much all spells that fit within these examples could be made permanent.
An example is Detect Magic... why not have all detect spell on it. They are inherently similar and so if one detect spell can be permanent, logic would suggest the other Detect spell being permanable too.
Another example is: Invisibility... To me, it would make sense that two inherently similar spells could be made permanent. Now, I'm not blind to the very potent advantage this would give... a whole team of bandits with permanent greater invisibility and see invisibility would be quite annoying...
The spell also only mentions two different wall spells and I again assume all Wall of XXX spell can be made permanent!
Now for one to add spells to the list of permanable spells, I would think that researching it as a new spell would be appropriate...
That was a few things... Comments?
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2018-11-27, 02:38 PM (ISO 8601)
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Re: Handling Permanency
Permanency is not based on the even application of some rule to the written mechanics of a spell. It's a list of things the DM is willing to allow you to make permanent, mostly because they want to justify NPCs being able to make them permanent in an edition where NPCs are created almost exactly like PCs. That's it.
Link to previous thread here, where I broke down the categories. You check what spells are on the Permanency list vs the rest of the spells in the PHB and look for what's missing and why. If you want to discuss, remember that's an old thread so you'll want to respond here. I can spoiler it but nested spoiler quotes are more annoying to read.
Fizban's Tweaks and Brew: Google Drive (PDF), Thread
A collection of over 200 pages of individually small bans, tweaks, brews, and rule changes, usable piecemeal or nearly altogether, and even some convenient lists. Everything I've done that I'd call done enough to use in one place (plus a number of things I'm working on that aren't quite done, of course).
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2018-11-27, 09:41 PM (ISO 8601)
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- Jul 2018
Re: Handling Permanency
As a general rule, I'd treat it like crafting a magic item, except that it has the extra cost of spending research time to figure out how to craft it. E.g. making permanent versions of any of the attribute-enhancement-bonus spells (bears endurance etc.) would be like developing a brand-new ioun stone, that can't be captured, but which is more vulnerable to dispel attempts (unless you make the common house-rule that permanent spell effects are merely suppressed the same way magic items are).
So my process would be:
1. Player must defend the application. The presumption is against extending permanency, so their case needs to be stronger than the case for maintaining the status quo. If they can make a good case, the process can continue; if not, that's fine, no penalties but they won't get this effect. Having the rule open for people to make use of is dependent on them accepting a final ruling. The DM should make every effort to work it out, but the player needs to be prepared from the outset for the possibility (perhaps even the strong possibility) of a "no" ruling.
2. Player must work with DM to determine the cost of actually doing this application of permanency. It should be comparable to either an already-established use, or scaled up in cost from a comparable item's effect (because it is slotless, always-on, etc.)
3. The character must spend time researching how this is to be done. This can be by paying gold and spending non-adventuring time researching, by digging up lost/forgotten lore, or by petitioning knowledgeable outsiders, but it needs to require meaningful effort, not just happen overnight. Probably paying 10%-25% of the final cost in gp, and researching for a number of days equal to the final gp cost/1000, or something. This will naturally be a campaign-specific thing, and thus one game's "meaningful cost" is another game's "horribly exploitable mess."
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2018-11-28, 06:29 AM (ISO 8601)
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Re: Handling Permanency
Note: applicable spells already aren't limited with the list in the Permanency itself; Permanency Handbook have much more complete list of (RAW-legal) permanency-compatible spells; also, Book of Vile Darkness says it's possible to permanency Demon Wings (but didn't elaborated necessary CL or XP cost)
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2018-11-28, 08:05 AM (ISO 8601)
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Re: Handling Permanency
There's a few on there I hadn't addressed, but they all fit the same bill: a number of 4th and lower sense spells from XPH and Races of the Dragon, some more energy or energy-esque walls, some more invisible/durable object stuff from Dragon Mag, a non-damaging alarm/trap from PgtF, and a mild physical alteration from BoED. The only standout (aside from repeating all the Savage Species problems) is BoED listing Silvered Weapon. Whereas I see Savage Species as simply having put every buff in the book on their Permanency list, BoED is more excusable.
Silvered Claws is much like Magic Fang, and thus seems appropriate, and then someone put the same note on Silvered Weapon because the two spells were almost the same- I wouldn't be surprised if Silvered Weapon was added just because someone thought it was weird to have an animal (companion, druid) version without a weapon (paladin) version, so they just made a weapon conversion of it.
Handy link though, bookmarked.Fizban's Tweaks and Brew: Google Drive (PDF), Thread
A collection of over 200 pages of individually small bans, tweaks, brews, and rule changes, usable piecemeal or nearly altogether, and even some convenient lists. Everything I've done that I'd call done enough to use in one place (plus a number of things I'm working on that aren't quite done, of course).
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2018-11-28, 11:46 AM (ISO 8601)
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Re: Handling Permanency
It's been mentioned, but bears repeating, that if you want a continuous/permanent effect, crafting magic items is the way to go most of the time. Honestly, I wouldn't waste the XP on permanency for even my generic perception buffs, because the magic item for them is more reliable and often cheaper. This is especially problematic because of dispel magic interactions. A spell whose duration has been rendered permanent at the cost of XP is still just gone when dispelled. A magic item that grants the spell effect, on the other hand, is merely suppressed for 1d4 rounds. Inconvenient and even dangerous, but not a permanent loss of something paid for at fairly great expense.
In short, I think permanency needs rethinking on a fundamental level, or magic item creation does. And since redoing magic item creation is a far more involved process....
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2018-11-28, 12:22 PM (ISO 8601)
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Re: Handling Permanency
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2018-11-28, 12:26 PM (ISO 8601)
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Re: Handling Permanency
On the other hand, magical items are prone to being stolen, sundered, destroyed by unfortunate AoE, eaten by a Rust Monster or Spellgaunt
Also, in a "shipwreck survivor"-type scenario, you're much more likely to start without your items than permanency-affected buffs
And Disjunction will nuke both items and spells indiscriminately, so no difference there
EDIT:
Also, if both permanency and the spells affected by it are, actually, effects of (Su) abilities, it wouldn't be affected by Dispel spell lineLast edited by ShurikVch; 2018-11-28 at 12:29 PM.
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2018-11-28, 12:30 PM (ISO 8601)
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Re: Handling Permanency
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2018-11-28, 03:03 PM (ISO 8601)
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Re: Handling Permanency
The trouble with "oh, only if they're higher level than you were when you cast permanency" is that you're going to have to re-pay for it every level to keep "current," and even then, you're hoping your foes aren't boss-types who out-level the party. The longer it's been since you cast your permanent spell, the more likely it is that even a mook-wizard compared to you can successfully dispel it.
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2018-11-28, 03:21 PM (ISO 8601)
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Re: Handling Permanency
That is true, but the damage or offset will be determined more from what kind of campaign and level of characters, than anything else is my experience. Take my level 32 wizard... not too many in FR, who will be dispelling that... And the ones who can, well they are the ones I try to avoid. But I do agree, that it can become very very expensive in exp very quickly!
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2018-11-28, 04:58 PM (ISO 8601)
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2018-11-28, 07:33 PM (ISO 8601)
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Re: Handling Permanency
The point was more on just how one would - if at all - go about expanding the list of spells that are possible to make permanent... and my example to illustrate the "I think the utility of Permanency is very dependent on the specific nature of the campaign"
If we however take our departure in my own mage, as an example, then yes I have actually not had any spell permanent at any time, but I have been forced to memorize and cast then often, thus taking up valuable space that could have been used for "better" spells... So that was my thought - lest not have to spend valuable spell slots on lesser utility spells. I do however think, you bring up some good point about the utility of permanency. Which, actually fit perfect for my initial question... namely how to expand the list - if at all - to increase the utility...