Homebrew DesignRoll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.
Splat It! - Permanency Support (Work ALWAYS in Progress)
I'm sure nearly every single person here has encountered this problem at some point in time: Either a class, or a class feature, or an ability of some sort seems strong, or shows promise, until you remember one basic, fundamental fact of D&D: Unless it's core-based, it probably doesn't have support outside of the book it's featured in. With few exceptions, classes outside of the PHB don't receive much ACF or spell support, and even certain concepts go largely unexplored in future support.
In the first of what may (or may not) prove to be a promising Splat It! series, I explore one of these concepts: Permanency, a fifth-level spell from the Sorcerer/Wizard spell list. Permanency offers users the ability to make certain spell effects permanent, at the cost of a certain amount of XP (500 times the spell level, to be exact). Within the realm of a core game, the ability can be applied to a few different spells to do some neat tricks; however, within campaigns of the broader scope, or even campaigns with a different specific focus, the spell can't do that much.
I'd like to remedy that problem.
Included below are spells from more than a dozen different splatbooks, including the Player's Handbook II, the Complete series, and others (as appropriate). For the most part, I have covered all the 3.5 content available to me that isn't setting-specific, although I'd like to with a future update.
In the interests of making this list as comprehensive as possible, if you can think of a spell that should absolutely be on the Permanency list, but isn't, or have a compelling reason why a spell that is on the Permanency list shouldn't be, please include them in a post and I'll sort it out.
Without further ado, the revised Permanency list...
You can make the following spells permanent in regard to yourself.
Spell
Sourcebook
Minimum Caster Level
XP Cost
Arcane Sensitivity
Shining South
9th
500 XP
Arcane Sight
Player's Handbook
11th
1,500 XP
Aura of Terror
Spell Compendium
14th
3,000 XP
Blinding Glory
Book of Exalted Deeds
17th
4,500 XP
Blindsight
Player's Guide to Faerun
10th
1,000 XP
Celestial Brilliance
Book of Exalted Deeds
12th
2,000 XP
Comprehend languages
Player's Handbook
9th
500 XP
Create Magic Tattoo
Spell Compendium
10th
1,000 XP
Darkvision
Player's Handbook
10th
1,000 XP
Dead End
Spell Compendium
9th
500 XP
Deeper Darkvision
Spell Compendium
11th
1,500 XP
Detect Aberration
Eberron Campaign Setting
9th
500 XP
Detect Chaos/Evil/Good/Law
Player's Handbook*
9th
500 XP
Detect Curse
Oriental Adventures
11th
1,500 XP
Detect Disease
Oriental Adventures
9th
500 XP
Detect Dragonblood
Dragon Magic
9th
500 XP
Detect Dragonmark
Magic of Eberron
9th
500 XP
Detect Ghosts
Ghostwalk
9th
500 XP
Detect Inarcanum
Magic of Inarcanum
9th
500 XP
Detect Magic
Player's Handbook
9th
500 XP
Detect Poison
Player's Handbook*
9th
500 XP
Detect Secret Doors
Player's Handbook*
9th
500 XP
Detect Taint
Heroes of Horror
9th
500 XP
Detect Thoughts
Player's Handbook*
10th
1,000 XP
Detect Undead
Player's Handbook*
9th
500 XP
Discern Shapechanger
Spell Compendium
10th
1,000 XP
Expose the Dead
Magic of Eberron
10th
1,000 XP
Find Traps
Player's Handbook*
10th
1,000 XP
Hoard Gullet
Dragon Magic
9th
500 XP
Karmic Aura
Complete Mage
9th
500 XP
Low-Light Vision
Spell Compendium
9th
500 XP
Luminous Gaze
Spell Compendium
9th
500 XP
Necrotic Awareness
Libris Mortis
9th
500 XP
Read Magic
Player's Handbook
9th
500 XP
Reflective Disguise
Underdark
10th
1,000 XP
Scent
Complete Divine
10th
1,000 XP
Sense of the Dragon
Races of the Dragon
11th
1,500 XP
See invisibility
Player's Handbook
10th
1,000 XP
Spectral Hand
Player's Handbook*
10th
1,000 XP
Suppress Glyph
Magic of Faerun
15th
3,000 XP
Tongues
Player's Handbook
11th
1,500 XP
Tremorsense
Spell Compendium
11th
1,500 XP
Undetectable Alignment
Player's Handbook*
9th
500 XP
In addition to personal use, permanency can be used to make the following spells permanent on yourself, another creature, or an object (as appropriate).
Spell
Sourcebook
Minimum Caster Level
XP Cost
Air Breathing
Spell Compendium
11th
1,500 XP
Detect Animals or Plants
Player's Handbook*
9th
500 XP
Detect Snares and Pits
Player's Handbook*
9th
500 XP
Disguise Undead
Magic of Faerun
10th
1,000 XP
Endure Elements
Player's Handbook*
9th
500 XP
Enlarge Person
Player's Handbook
9th
500 XP
Healthful Rest
Spell Compendium
9th
500 XP
Jagged Tooth
Spell Compendium
11th
1,500 XP
Magic Fang
Player's Handbook
9th
500 XP
Magic Fang, Greater
Player's Handbook
11th
1,500 XP
Misrepresent Alignment
Races of Eberron
10th
1,000 XP
One with the Land
Magic of Faerun
10th
1,000 XP
Reduce Person
Player's Handbook
9th
500 XP
Remove Scent
Spell Compendium
9th
500 XP
Resistance
Player's Handbook
9th
500 XP
Resist Planar Alignment
Spell Compendium
9th
500 XP
Sea Legs
Shining South
9th
500 XP
Sharptooth
Spell Compendium
12th
2,000
Snowshoes
Spell Compendium
9th
500 XP
Spawn Screen
Libris Mortis
10th
1,000 XP
Speak with Animals
Player's Handbook*
9th
500 XP
Speak with Plants
Player's Handbook*
11th
1,500 XP
Speechlink
Magic of Faerun
12th
2,000 XP
Telepathic Bond
Player's Handbook
13th
2,500 XP
Tojanida Sight
Stormwrack
10th
1,000 XP
Water Breathing
Player's Handbook*
11th
1,500 XP
Additionally, the following spells can be cast upon objects or areas only and rendered permanent.
Spell
Sourcebook
Minimum Caster Level
XP Cost
Adamantine Weapon
Magic of Eberron
11th
1,500 XP
Alarm
Player's Handbook
9th
500 XP
Alarm, Greater
Spell Compendium
10th
1,000 XP
Align Weapon
Player's Handbook*
10th
1,000 XP
Animate Objects
Player's Handbook
14th
3,000 XP
Attentive Alarm
Complete Mage
10th
1,000 XP
Billim's Bifrost Bridge
Dragonlance Campaign Setting
11th
1,500 XP
Bridge of Sound
Savage Species
11th
1,500 XP
Caustic Mire
Complete Mage
12th
2,000 XP
Caustic Smoke
Complete Mage
11th
1,500 XP
Climbing Tree
Complete Mage
9th
500 XP
Clothier's Closet
Magic of Eberron
10th
1,000 XP
Cloud Chariot
Oriental Adventures
16th
4,000 XP
Consecrate
Player's Handbook*
10th
1,000 XP
Damning Darkness
Lords of Madness
12th
2,000 XP
Dancing Lights
Player's Handbook
9th
500 XP
Dark Way
Spell Compendium
10th
1,000 XP
Darsson's Chilling Chamber
Shining South
10th
1,000 XP
Darsson's Cooling Breeze
Shining South
9th
500 XP
Darsson's Fiery Furnace
Shining South
10th
1,000 XP
Desecrate
Player's Handbook*
10th
1,000 XP
Ectoplasmic Web
Ghostwalk
11th
1,500 XP
Energized Shield
Spell Compendium
11th
1,500 XP
Energized Shield, Lesser
Spell Compendium
10th
1,000 XP
Fang Trap
Serpent Kingdoms
12th
2,000 XP
Fire Trap
Player's Handbook*
12th
2,000 XP
Fog Cloud
Player's Handbook*
10th
1,000 XP
Force Chest
Spell Compendium
12th
2,000 XP
Force Ladder
Spell Compendium
10th
1,000 XP
Ghost Lantern
Complete Mage
12th
2,000 XP
Ghost Sound
Player's Handbook
9th
500 XP
Ghost Touch Armor
Spell Compendium
10th
1,000 XP
Ghoul Glyph
Libris Mortis
10th
1,000 XP
Ghoul Light
Libris Mortis
9th
500 XP
Glyph of Warding
Player's Handbook*
11th
1,500 XP
Greenfire
Unapproachable East
11th
1,500 XP
Gust of Wind
Player's Handbook
11th
1,500 XP
Haboob
Sandstorm
11th
1,500 XP
Hallucinatory Terrain
Player's Handbook*
12th
2,000 XP
Hidden Ward
Magic of Eberron
9th
500 XP
Holy Sword
Player's Handbook*
12th
2,000 XP
Illusory Script
Player's Handbook*
11th
1,500 XP
Invisibility
Player's Handbook
10th
1,000 XP
Keen Edge
Player's Handbook*
11th
1,500 XP
Mage’s Private Sanctum
Player's Handbook
13th
2,500 XP
Magic Aura
Player's Handbook*
9th
500 XP
Magic Mouth
Player's Handbook
10th
1,000 XP
Magic Vestments
Player's Handbook*
11th
1,500 XP
Magic Weapon
Player's Handbook*
9th
500 XP
Magic Weapon, Greater
Player's Handbook*
12th
2,000 XP
Moon Path
Forgotten Realms Campaign Setting
13th
2,500 XP
Nightmare Terrain
Complete Mage
12th
2,000 XP
Obscure Object
Player's Handbook*
10th
1,000 XP
Path of Frost
Dragon Magic
9th
500 XP
Phantom Battle
Player's Handbook II
12th
2,000 XP
Phase Door
Player's Handbook
15th
3,500 XP
Prismatic Sphere
Player's Handbook
17th
4,500 XP
Prismatic Spray
Player's Handbook II
11th
1,500 XP
Prismatic Wall
Player's Handbook
16th
4,000 XP
Refusal
Spell Compendium
13th
2,500 XP
Resinous Tar
Complete Mage
9th
500 XP
Returning Weapon
Races of the Wild
10th
1,000 XP
Safe Clearing
Magic of Faerun
11th
1,500 XP
Scattering Trap
Player's Handbook II
11th
1,500 XP
Shrink Item
Player's Handbook
11th
1,500 XP
Snare
Player's Handbook*
11th
1,500 XP
Solid Fog
Player's Handbook
12th
2,000 XP
Spikes
Spell Compendium
11th
1,500 XP
Stinking Cloud
Player's Handbook
11th
1,500 XP
Suspended Silence
Spell Compendium
11th
1,500 XP
Symbol of Death
Player's Handbook
16th
4,000 XP
Symbol of Fear
Player's Handbook
14th
3,000 XP
Symbol of Insanity
Player's Handbook
16th
4,000 XP
Symbol of Pain
Player's Handbook
13th
2,500 XP
Symbol of Persuasion
Player's Handbook
14th
3,000 XP
Symbol of Sleep
Player's Handbook
16th
4,000 XP
Symbol of Spell Loss
Spell Compendium
13th
2,500 XP
Symbol of Stunning
Player's Handbook
15th
3,500 XP
Symbol of Weakness
Player's Handbook
15th
3,500 XP
Telepathic Block
Book of Exalted Deeds
13th
2,500 XP
Teleportation Circle
Player's Handbook
17th
4,500 XP
Tenser's Floating Disk
Player's Handbook*
9th
500 XP
Undead Bane Weapon
Spell Compendium
12th
2,000 XP
Unseen Crafter
Races of Eberron
10th
1,000 XP
Unseen Servant
Player's Handbook*
9th
500 XP
Utterdark
Lords of Madness
17th
4,500 XP
Vanishing Weapon
Book of Exalted Deeds
13th
2,500 XP
Wall of Chaos/Evil/Good/Law
Spell Compendium
12th
2,000 XP
Wall of Dispel Magic
Spell Compendium
12th
2,000 XP
Wall of Fire
Player's Handbook
12th
2,000 XP
Wall of Force
Player's Handbook
13th
2,500 XP
Wall of Gloom
Spell Compendium
10th
1,000 XP
Wall of Ice
Player's Handbook*
12th
2,000 XP
Wall of Magma
Sandstorm
13th
2,500 XP
Wall of Sand
Spell Compendium
12th
2,000 XP
Wall of Scales
Races of the Dragon
12th
2,000 XP
Wall of Water
Sandstorm
12th
2,000 XP
Weapon of Impact
Spell Compendium
11th
1,500 XP
Web
Player's Handbook
10th
1,000 XP
Wind Wall
Player's Handbook*
11th
1,500 XP
Zone of Natural Purity
Eberron Campaign Setting
10th
1,000 XP
Zone of Respite
Spell Compendium
13th
2,500 XP
Zone of Revelation
Spell Compendium
13th
2,500 XP
Notes on spells included in the Permanency list, in the order they were collected. (NOTE: In cases where a spell appeared in both the Spell Compendium and its original source in my book-diving, the Spell Compendium version was invariably used, because it was the second book I looked through. The exception to this is if I missed the spell the first time.)
Unless noted, a spell appeared on the Permanency list on 12-23-2011. This is to keep track of future updates.
Spoiler
Player's Handbook II
Scattering Trap - 11th - 1,500 xp (on area)
Prismatic Spray - 11th - 1,500 xp (on area)
Phantom Battle - 12th - 2,000 xp (on area)
Spell Compendium
Healthful Rest - 9th - 500 xp (on other)
Low-Light Vision - 9th - 500 xp (on self)
Luminous Gaze - 9th - 500 xp (on self)
Remove Scent - 9th - 500 xp (on self or others)
Resist Planar Alignment - 9th - 500 xp (on self or others)
Dead End - 9th - 500 xp (on self)
Alarm, Greater - 10th - 1,000 xp (on area)
Create Magic Tattoo - 10th - 1,000 xp (on self) (12-24-2011)
Discern Shapechanger - 10th - 1,000 xp (on self)
Force Ladder - 10th - 1,000 xp (on object)
Dark Way - 10th - 1,000 xp (on object)
Wall of Gloom - 10th - 1,000 xp (on object)
Avoid Planar Effects - 11th - 1,500 xp (on self or others; once per casting)
Suspended Silence - 11th - 1,500 xp (on object)
Deeper Darkvision - 11th - 1,500 xp (on self)
Tremorsense - 11th - 1,500 xp (on self)
Wall of Sand - 12th - 2,000 xp (on object)
Force Chest - 12th - 2,000 xp (on object)
Refusal - 13th - 2,500 xp (on area)
Symbol of Spell Loss - 13th - 2,500 xp (on object)
Zone of Respite - 13th - 2,500 xp (on area)
Zone of Revelation - 13th - 2,500 xp (on area)
Aura of Terror - 14th - 3,000 xp (on self)
Snowshoes - 9th - 500 xp (on other) (12-25-2011)
Healthful Rest - 9th - 500 xp (on other) (12-25-2011)
Ghost Touch Armor - 10th - 1,000 xp (on object) (12-25-2011)
Energized Shield, Lesser - 10th - 1,000 xp (on object) (12-25-2011)
Energized Shield - 11th - 1,500 xp (on object) (12-25-2011)
Undead Bane Weapon - 12th - 2,000 xp (on object) (12-25-2011)
Jagged Tooth - 11th - 1,500 xp (on other) (12-25-2011)
Spikes - 11th - 1,500 xp (on object) (12-25-2011)
Air Breathing - 11th - 1,500 xp (on other) (12-25-2011)
Weapon of Impact - 11th - 1,500 xp (on object) (12-25-2011)
Wall of Chaos/Evil/Good/Law - 12th - 2,000 xp (on object) (12-25-2011)
Force Chest - 12th - 2,000 xp (on object) (12-25-2011)
Sharptooth - 12th - 2,000 xp (on other) (12-25-2011)
Wall of Dispel Magic - 13th - 2,500 xp (on object) (12-25-2011)
Complete Mage
Attentive Alarm - Complete Mage - 10th - 1,000 xp (on object) (12-24-2011)
Caustic Mire - Complete Mage - 12th - 2,000 xp (on object) (12-24-2011)
Caustic Smoke - Complete Mage - 11th - 1,500 xp (on object) (12-24-2011)
Climbing Tree - Complete Mage - 9th - 500 xp (on object) (12-24-2011)
Ghost Lantern - Complete Mage - 12th - 2,000 xp (on object) (12-24-2011)
Karmic Aura - 9th - 500 xp (on self)
Nightmare Terrain - Complete Mage - 12th - 2,000 xp (on object) (12-24-2011)
Resinous Tar - Complete Mage - 9th - 500 xp (on object) (12-24-2011)
Complete Divine
Scent - 10th - 1,000 xp (on self)
Book of Exalted Deeds
Telepathic Block - 13th - 2,500 xp (on object)
Dragonlance Campaign Setting
Billim's Bifrost Bridge - 11th - 1,500 xp (on object)
Dragon Magic
Detect Dragonblood - 9th - 500 XP (on self) (12-25-2011)
Path of Frost - 9th - 500 XP (on object) (12-25-2011)
Hoard Gullet - 9th - 500 XP (on self) (12-25-2011)
Ghostwalk
Detect Ghosts - 9th - 500 xp (on self)
Ectoplasmic Web - 11th - 1,500 xp (on object)
Heroes of Horror
Detect Taint - 9th - 500 xp (on self)
Libris Mortis
Necrotic Awareness - 9th - 500 XP (on self) (12-25-2011)
Ghoul Light - 9th - 500 XP (on object) (12-25-2011)
Spawn Screen - 10th - 1,000 XP (on other) (12-25-2011)
Ghoul Glyph - 10th - 1,000 XP (on object) (12-25-2011)
Lords of Madness
Damning Darkness - 12th 2,000 XP (on object) (12-25-2011)
Utterdark - 17th - 4,500 XP (on area) (12-25-2011)
Magic of Inarcanum
Detect Inarcanum - 9th - 500 xp (on self)
Oriental Adventures
Cloud Chariot - 16th - 4,000 xp (on object)
Detect Curse - 11th - 1,500 xp (on self)
Detect Disease - 9th - 500 xp (on self)
Smoke Ladder - 9th - 500 xp (on self)
Races of the Dragon
Sense of the Dragon - 11th - 1,500 XP (on self) (12-25-2011)
Wall of Scales - 12th - 2,000 XP (on object) (12-25-2011)
Races of the Wild
Returning Weapon - 10th - 1,000 XP (on object) (12-25-2011)
Sandstorm
Haboob - Sandstorm - 11th - 1,500 XP (on object) (12-24-2011)
Wall of Magma - Sandstorm - 13th - 2,500 XP (on object) (12-24-2011)
Wall of Water - Sandstorm - 12th - 2,000 XP (on object) (12-24-2011)
Savage Species
Bridge of Sound - 11th - 1,500 xp (on object)
Stormwrack
Tojanida Sight - 10th - 1,000 xp (on other)
Eberron Campaign Setting
Detect Aberration - 9th - 500 xp (on self) (12-24-2011)
Zone of Natural Purity - 10th - 1,000 xp (on area) (12-24-2011)
Magic of Eberron
Adamantine Weapon - 11th - 1,500 xp (on object) (12-24-2011)
Hidden Ward - 9th - 500 xp (on object) (12-24-2011)
Detect Dragonmark - 9th - 500 xp (on self) (12-24-2011)
Clothier's Closet - 10th - 1,000 xp (on object) (12-24-2011)
Expose the Dead - 10th - 1,000 xp (on self) (12-24-2011)
Races of Eberron
Misrepresent Alignment - 10th - 1,000 xp (on self, others, or object) (12-24-2011)
Unseen Crafter - 10th - 1,000 xp (on other) (12-24-2011)
Forgotten Realms Campaign Setting
Moon Path - 13th - 2,500 xp (on object) (12-24-2011)
Player's Guide to Faerun (from the "comprehensive spell lists"):
Quote:
Player's Guide to Faerun
Blindsight - 10th - 1,000 xp (on self) (12-24-2011)
Magic of Faerun
Speechlink - 12th - 2,000 xp (on other) (12-24-2011)
Suppress Glyph - 15th - 3,000 xp (on self) (12-24-2011)
Safe Clearing - 11th - 1,500 xp (on area) (12-24-2011)
One with the Land - 10th - 1,000 xp (on other) (12-24-2011)
Disguise Undead - 10th - 1,000 xp (on other) (12-24-2011)
Underdark
Reflective Disguise - 10th - 1,000 xp (on self) (12-24-2011)
Serpent Kingdoms
Fang Trap - 12th - 2,000 xp (on area) (12-24-2011)
Shining South
Arcane Sensitivity - 9th - 500 xp (on self) (12-24-2011)
Darsson's Chilling Chamber - 10th - 1,000 xp (on area) (12-24-2011)
Darsson's Cooling Breeze - 9th - 500 xp (on area) (12-24-2011)
Darsson's Fiery Furnace - 10th - 1,000 xp (on area) (12-24-2011)
Sea Legs - 9th - 500 xp (on other) (12-24-2011)
Unapproachable East
Greenfire - 11th - 1,500 xp (on area) (12-24-2011)
Player's Handbook
Magic Aura - 9th - 500 xp (on object) (12-25-2011)
Magic Weapon - 9th - 500 xp (on object) (12-25-2011)
Obscure Object - 10th - 1,000 xp (on object) (12-25-2011)
Undetectable Alignment - 9th - 500 xp (on self) (12-25-2011)
Unseen Servant - 9th - 500 xp (on object) (12-25-2011)
Detect Thoughts - 10th - 1,000 xp (on self) (12-25-2011)
Speak with Animals - 9th - 500 xp (on other) (12-25-2011)
Detect Poison - 9th - 500 xp (on self) (12-25-2011)
Detect Chaos/Evil/Good/Law - 9th - 500 xp (on self) (12-25-2011)
Detect Undead - 9th - 500 xp (on self) (12-25-2011)
Endure Elements - 9th - 500 xp (on other) (12-25-2011)
Align Weapon - 10th - 1,000 xp (on object) (12-25-2011)
Consecrate - 10th - 1,000 xp (on area) (12-25-2011)
Desecrate - 10th - 1,000 xp (on area) (12-25-2011)
Find Traps - 10th - 1,000 xp (on self) (12-25-2011)
Glyph of Warding - 11th - 1,500 xp (on object) (12-25-2011)
Wind Wall - 11th - 1,500 xp (on area) (12-25-2011)
Magic Weapon, Greater - 12th - 2,000 xp (on object) (12-25-2011)
Detect Animals or Plants - 9th - 500 xp (on others) (12-25-2011)
Detect Snares and Pits - 9th - 500 xp (on others) (12-25-2011)
Speak with Plants - 11th - 1,500 xp (on others) (12-25-2011)
Holy Sword - 12th - 2,000 xp (on object) (12-25-2011)
Snare - 11th - 1,500 xp (on object) (12-25-2011)
Detect Secret Doors - 9th - 500 xp (on self) (12-25-2011)
Tenser's Floating Disk - 9th - 500 xp (on object) (12-25-2011)
Fog Cloud - 10th - 1,000 xp (on object) (12-25-2011)
Spectral Hand - 10th - 1,000 xp (on self) (12-25-2011)
Illusory Script - 11th - 1,500 xp (on object) (12-25-2011)
Keen Edge - 11th - 1,500 xp (on object) (12-25-2011)
Water Breathing - 11th - 1,500 xp (on other) (12-25-2011)
Fire Trap - 12th - 2,000 xp (on object) (12-25-2011)
Hallucinatory Terrain - 12th - 2,000 xp (on area) (12-25-2011)
Wall of Ice - 12th - 2,000 xp (on object) (12-25-2011)
Magic Vestments - 11th - 1,500 xp (on object) (12-27-2011)
Book of Exalted Deeds
Blinding Glory - 17th - 4,500 xp (on self) (01-02-2012)
Celestial Brilliance - 12th - 2,000 xp (on self) (01-02-2012)
Vanishing Weapon - 13th - 2,500 xp (on object) (01-02-2012)
Sourcebooks used:
Spoiler
Player's Handbook II
Spell Compendium
Book of Exalted Deeds
Book of Vile Darkness
Complete Adventurer
Complete Arcane
Complete Divine
Complete Champion
Complete Mage
Complete Scoundrel
Complete Warrior
Dragonlance Campaign Setting
Frostburn
Ghostwalk
Heroes of Battle
Heroes of Horror
Libris Mortis
Oriental Adventures
Races of Destiny
Races of Stone
Races of the Dragon
Races of the Wild
Rokugan Campaign Setting
Sandstorm
Stormwrack
Eberron Campaign Setting
Magic of Eberron
Races of Eberron
Champions of Ruin
Champions of Valor
Updates:
- 12-24-2011: Introduced splat support for Eberron and Forgotten Realms campaign settings; introduced support for spells from the Complete Mage, Sandstorm, and Spell Compendium books (revisions) thanks to Dracomortis
- 12-25-2011: Introduced enhanced support for Player's Handbook; revised criteria for spells' inclusion onto the Permanency list (to include certain weapon and armor enhancements); revision of the Spell Compendium list to accommodate the new criteria
To be introduced in future updates:
- Cleaner formatting
- Page numbers, for reference
"Wouldn't it be nice" list:
- "Errata" text for each individual spell (specifying restrictions and what-have-you; this may be an impossibly, or at least unnecessarily, large task)
- Original sources for each spell, as opposed to Spell Compendium or other compilations the spells arrive in
Re: Splat It! - Permanency Support (Work in Progress)
This is nice. There has never been enough support for permanency. Actually, I hadn't noticed it though until you pointed it out. I think I quit bothering with the spell a while ago because I didn't think it couldn't do enough.
I await updates.
please peach my current projects: Races Redone - because they should be more interesting Tenebrist - shadowcasting gish (with revised rules) Witch - a less druidic hexer
Re: Splat It! - Permanency Support (Work in Progress)
I propose the following additions, castable upon an object or an area as appropriate. (Also, you mention greater alarm in your spoiler as one of the spells used, but it isn't on any of the tables.)
Spell
Sourcebook
Minimum Caster Level
XP Cost
Attentive Alarm
Complete Mage
10th
1,000 XP
Caustic Mire
Complete Mage
12th
2,000 XP
Caustic Smoke
Complete Mage
11th
1,500 XP
Choking Cobwebs
Complete Mage
15th
3,500 XP
Climbing Tree
Complete Mage
9th
500 XP
Ghost Lantern
Complete Mage
12th
2,000 XP
Haboob
Sandstorm
11th
1,500 XP
Nightmare Terrain
Complete Mage
12th
2,000 XP
Resinous Tar
Complete Mage
9th
500 XP
Wall of Ice
Player's Handbook
12th
2,000 XP
Wall of Magma
Sandstorm
13th
2,500 XP
Wall of Water
Sandstorm
12th
2,000 XP
__________________
Sincerest thanks to Qwernt for the amazing avatar.
Last edited by Dracomortis : 12-24-2011 at 08:54 PM.
Re: Splat It! - Permanency Support (Work in Progress)
Choking Cobwebs has some fairly insidious implications if you choose to create large quantities of Permanent Choking Cobwebs (like doubling them up for Con damage to death).
Wall of Magma and Wall of Water are already Permanency-able, but need to be put on the list.
I agree with the rest, but I must make special note--in my book-diving, I did find a Wall of X or X Cloud spell that had some negative effect that lasted "for the spell's duration" when contacted, or something to the effect--meaning that both the spell was clearly not meant to be Permanent, and that there are serious implications if it does. Naturally, I passed it over, but in the thousands of spells (OK, I haven't counted, but it feels like thousands) in the lists and entries that I have looked up, I've forgotten what it was.
Just be on the lookout. :)
Updating the spell lists with your revisions now. I have also completed my Eberron additions, and am finishing the Forgotten Realms additions. I intend to include Kingdoms of Kalamar and (what I can of) Dragonlance at a later date.
EDIT: You edited with Wall of Ice from the Player's Handbook. This brings up a point I had been meaning to ask:
Should I comb over the Player's Handbook and look for spells not previously allowed by Permanency to include into the list?
I can see valid arguments being raised either way. On the one hand, there are spells that are clearly within the scope of Permanency's power as written from its existing spell list; casting Permanency on an object affected by Light, for example, is an innocuous use of Permanency. On the other hand, these spells were not included in the original spell list for Permanency, even though they were published concurrently, which suggests that it was beyond the stated intentions of these spells to be included in Permanency's writing as-is.
This list concerns itself primarily with updating Permanency for splatbook support--where the publishers never really had a say--but I can really go either way.
Re: Splat It! - Permanency Support (Work in Progress)
Quote:
Originally Posted by Dracomortis
I would be in favor of adding additional spells from the Player's Handbook, if there's no obvious way to abuse a permanent version of it.
That works for me. I'll include an asterisk (*) next to spells that are being included in the Player's Handbook that are not on the existing Permanency list. This will immediately follow my wrap-up of Forgotten Realms and will be included in the update later today.
EDIT:
What are your thoughts on including spells which emulate magical weapon properties, such as the second-level Evocation spell Burning Sword, which gives a weapon the Flaming Burst property? I ran into a number of these (not the least of which are Weapon of Impact, Sonic Weapon and Weapon of Energy, all of the Spell Compendium, and Align Weapon, Keen Edge, Magic Weapon and Magic Weapon, Greater from the Player's Handbook). I mean, theoretically they make it possible to have epic-level weapons with these properties earlier than usual (by having a weapon with pre-epic properties and then adding Permanency to them with the above spells), but it also comes with a hefty XP cost and a limited scope (assuming we skip the Artificer infusions).
Basically, this would be extending the precedent set by Magic Fang and Magic Fang, Greater to weapons.
Re: Splat It! - Permanency Support (Work in Progress)
It's probably best to (dis)allow them on a case-by-case basis. Align weapon, keen edge, (greater) magic weapon, and weapon of impact seem fine, since they can't stack with similar effects. Weapon of energy might be too much since it explicitly *can* stack with the emulated weapon property and could arguably stack with different damage types of itself (i.e. have the acid, cold, electricity, and fire version of weapon of energy on the same weapon at the same time). Sonic weapon is anyone's guess: while all of the other spells explicitly state whether they do or do not stack with the emulated weapon ability, sonic weapon doesn't. I'd probably leave it out just for being ambiguous.
__________________
Sincerest thanks to Qwernt for the amazing avatar.
Re: Splat It! - Permanency Support (Work in Progress)
I'd say that any 24 hour duration buff spell without an expensive M component should be included-- you're essentially trading XP to free up a spell slot. Endure elements and mind blank come to mind.
Totally house rules territory, but have you considered removing permanency from the spell list as simply allowing anyone who can cast an appropriate spell to make it permanent by spending XP? One of my pet peeves.
Re: Splat It! - Permanency Support (Work in Progress)
Updated with the following spells:
Spoiler
Spell Compendium
Create Magic Tattoo - 10th - 1,000 xp (on self) (12-24-2011)
Complete Mage
Attentive Alarm - Complete Mage - 10th - 1,000 xp (on object) (12-24-2011)
Caustic Mire - Complete Mage - 12th - 2,000 xp (on object) (12-24-2011)
Caustic Smoke - Complete Mage - 11th - 1,500 xp (on object) (12-24-2011)
Climbing Tree - Complete Mage - 9th - 500 xp (on object) (12-24-2011)
Ghost Lantern - Complete Mage - 12th - 2,000 xp (on object) (12-24-2011)
Nightmare Terrain - Complete Mage - 12th - 2,000 xp (on object) (12-24-2011)
Resinous Tar - Complete Mage - 9th - 500 xp (on object) (12-24-2011)
Sandstorm
Haboob - Sandstorm - 11th - 1,500 XP (on object) (12-24-2011)
Wall of Magma - Sandstorm - 13th - 2,500 XP (on object) (12-24-2011)
Wall of Water - Sandstorm - 12th - 2,000 XP (on object) (12-24-2011)
Eberron Campaign Setting
Detect Aberration - 9th - 500 xp (on self) (12-24-2011)
Zone of Natural Purity - 10th - 1,000 xp (on area) (12-24-2011)
Magic of Eberron
Adamantine Weapon - 11th - 1,500 xp (on object) (12-24-2011)
Hidden Ward - 9th - 500 xp (on object) (12-24-2011)
Detect Dragonmark - 9th - 500 xp (on self) (12-24-2011)
Clothier's Closet - 10th - 1,000 xp (on object) (12-24-2011)
Expose the Dead - 10th - 1,000 xp (on self) (12-24-2011)
Races of Eberron
Misrepresent Alignment - 10th - 1,000 xp (on self, others, or object) (12-24-2011)
Unseen Crafter - 10th - 1,000 xp (on other) (12-24-2011)
Forgotten Realms Campaign Setting
Moon Path - 13th - 2,500 xp (on object) (12-24-2011)
Player's Guide to Faerun (from the "comprehensive spell lists"):
Quote:
Player's Guide to Faerun
Blindsight - 10th - 1,000 xp (on self) (12-24-2011)
Magic of Faerun
Speechlink - 12th - 2,000 xp (on other) (12-24-2011)
Suppress Glyph - 15th - 3,000 xp (on self) (12-24-2011)
Safe Clearing - 11th - 1,500 xp (on area) (12-24-2011)
One with the Land - 10th - 1,000 xp (on other) (12-24-2011)
Disguise Undead - 10th - 1,000 xp (on other) (12-24-2011)
Underdark
Reflective Disguise - 10th - 1,000 xp (on self) (12-24-2011)
Serpent Kingdoms
Fang Trap - 12th - 2,000 xp (on area) (12-24-2011)
Shining South
Arcane Sensitivity - 9th - 500 xp (on self) (12-24-2011)
Darsson's Chilling Chamber - 10th - 1,000 xp (on area) (12-24-2011)
Darsson's Cooling Breeze - 9th - 500 xp (on area) (12-24-2011)
Darsson's Fiery Furnace - 10th - 1,000 xp (on area) (12-24-2011)
Sea Legs - 9th - 500 xp (on other) (12-24-2011)
Unapproachable East
Greenfire - 11th - 1,500 xp (on area) (12-24-2011)
Quote:
Originally Posted by Dracomortis
It's probably best to (dis)allow them on a case-by-case basis. Align weapon, keen edge, (greater) magic weapon, and weapon of impact seem fine, since they can't stack with similar effects. Weapon of energy might be too much since it explicitly *can* stack with the emulated weapon property and could arguably stack with different damage types of itself (i.e. have the acid, cold, electricity, and fire version of weapon of energy on the same weapon at the same time). Sonic weapon is anyone's guess: while all of the other spells explicitly state whether they do or do not stack with the emulated weapon ability, sonic weapon doesn't. I'd probably leave it out just for being ambiguous.
I think that's what I'll end up doing. I just wanted to make sure that it would be no great sin to do so on a case-by-case basis, or whether it should be disallowed by precedent.
Quote:
Originally Posted by Viktyr Korimir
I'd say that any 24 hour duration buff spell without an expensive M component should be included-- you're essentially trading XP to free up a spell slot. Endure elements and mind blank come to mind.
On a case-by-case basis. I am thinking of doing this for Endure Elements and Undetectable Alignment. I want to say Mind Blank would be too powerful, but we're talking about a 16th-level/4,000 xp requirement... Then again, it does free up an 8th-level spell.
I don't know. I would have to think about that. In all likelihood, it will happen on a case-by-case basis.
Input on this matter would be appreciated, though.
Quote:
Totally house rules territory, but have you considered removing permanency from the spell list as simply allowing anyone who can cast an appropriate spell to make it permanent by spending XP? One of my pet peeves.
Nope. The two rounds casting time of Permanency means everything in this regard, especially when you're talking about spells like the Walls and the Clouds, that have practical battleground implications that happen in real-time.
Re: Splat It! - Permanency Support (Work in Progress)
Quote:
Originally Posted by Lonely Tylenol
Nope. The two rounds casting time of Permanency means everything in this regard, especially when you're talking about spells like the Walls and the Clouds, that have practical battleground implications that happen in real-time.
Never noticed that. Build the extended casting time into the permanent casting option? I've never even heard of someone trying to cast permanency in combat.
Re: Splat It! - Permanency Support (Work in Progress)
Quote:
Originally Posted by Viktyr Korimir
Never noticed that. Build the extended casting time into the permanent casting option? I've never even heard of someone trying to cast permanency in combat.
I think that has something to do with the two rounds' casting time.
Adding two rounds to the casting time is acceptable, I guess, but frankly I'd rather keep it as a spell (to force Wizards to have to take the option ). You could make it something Sorcerers just do, though.
To answer your question from before about spells with a 24h casting duration: It will be done on a case-by-case basis, but it's worth noting that there are some spells that get a little stupid when Permanency is applied to them, all of which have 24h durations and no expensive material components (all from the Spell Compendium):
Anticipate Teleportation (technically this doesn't matter to anyone but the stingier optimizers, but the last thing I want to do is make Rocket Tag even stupider)
Delay Disease (indefinitely)
Energy Immunity (permanency all energy types for total immunity)
General of Undeath (permanently increasing the HD cap of undead you can control by an amount equal to caster level... Innocuous in most circumstances, but cheesed out when combined with everything else, utterly deserving of the 8th-level slot)
Incorporeal Enhancement (see General of Undeath, but I'm on the fence about this one)
Resistance, Superior (+6 permanent bonus to all saves)
Undead Lieutenant (OK, I take it back. General of Undeath is piddling compared to this. Create multiple Permanent Undead Lieutenants for a NI control undead cap)
However, I have decided to allow the following spells as a consequence of this review (all, also, from the Spell Compendium):
Force Chest (technically 24h/level, but still)
Healthful Rest
Re: Splat It! - Permanency Support (Work in Progress)
My issue isn't really with Sorcerers, but for all of the casters that don't have it on their class spell lists-- which is, to say, all of them except Archivists, Chameleons, and Clerics with the Time Domain.
Re: Splat It! - Permanency Support (Work in Progress)
Quote:
Originally Posted by Viktyr Korimir
My issue isn't really with Sorcerers, but for all of the casters that don't have it on their class spell lists-- which is, to say, all of them except Archivists, Chameleons, and Clerics with the Time Domain.
Ah.
If you want to houserule it in for this purpose, I see no reason not to. I don't think I would, but it's a perfectly valid reason to.
Re: Splat It! - Permanency Support (Work in Progress)
Quote:
Originally Posted by Lonely Tylenol
Naturally, I passed it over, but in the thousands of spells (OK, I haven't counted, but it feels like thousands) in the lists and entries that I have looked up, I've forgotten what it was.
According to this list, which only counts the spells for the PHB & the Spell Compendium, there are 1,607 spells. From just those two books. Of course, those are the two books with the most spells, but still. Every splatbook added at least a dozen new spells, with rare exception, so that list could be much, much higher. For instance, the ELH added the non-epic spell genesis to the SRD. And here are 11 more spells that ended up in the SRD, from god knows where (Deities & Demigods? I dunno, whatever). So that at least 1,618 to look over. Good luck.
Re: Splat It! - Permanency Support (Work in Progress)
Quote:
Originally Posted by Annulus
Just thought I'd point out, you should fix the row for Disguise Undead. Didn't enter the source, so MCL is in source and xp cost is in MCL.
Thanks. I fixed it on my revision last night (to be posted today), but I haven't updated it yet.
Quote:
Originally Posted by Zeta Kai
According to this list, which only counts the spells for the PHB & the Spell Compendium, there are 1,607 spells. From just those two books. Of course, those are the two books with the most spells, but still. Every splatbook added at least a dozen new spells, with rare exception, so that list could be much, much higher. For instance, the ELH added the non-epic spell genesis to the SRD. And here are 11 more spells that ended up in the SRD, from god knows where (Deities & Demigods? I dunno, whatever). So that at least 1,618 to look over. Good luck.
Re: Splat It! - Permanency Support (Work in Progress)
Quote:
Originally Posted by Lonely Tylenol
Calm down. About 605 of those are from the PHB, which has presumably been covered by the original designers (in theory). That leaves a little over a thousand spells from the Spell Compendium to look over, which cuts things down considerably. The real work will be to track down all of the spells from various splatbooks, which are myriad, & organized in vastly different manners.
Luckily, in most cases the spells will be grouped together for easy referencing. I just wish for your sake that there existed some central list of every spell ever published by WotC. From their perspective, they consider the SpC to be the omega to the PHB's alpha.
Re: Splat It! - Permanency Support (Work in Progress)
Updated with the following spells:
Spoiler
Player's Handbook
Magic Aura - 9th - 500 xp (on object) (12-25-2011)
Magic Weapon - 9th - 500 xp (on object) (12-25-2011)
Obscure Object - 10th - 1,000 xp (on object) (12-25-2011)
Undetectable Alignment - 9th - 500 xp (on self) (12-25-2011)
Unseen Servant - 9th - 500 xp (on object) (12-25-2011)
Detect Thoughts - 10th - 1,000 xp (on self) (12-25-2011)
Speak with Animals - 9th - 500 xp (on other) (12-25-2011)
Detect Poison - 9th - 500 xp (on self) (12-25-2011)
Detect Chaos/Evil/Good/Law - 9th - 500 xp (on self) (12-25-2011)
Detect Undead - 9th - 500 xp (on self) (12-25-2011)
Endure Elements - 9th - 500 xp (on other) (12-25-2011)
Align Weapon - 10th - 1,000 xp (on object) (12-25-2011)
Consecrate - 10th - 1,000 xp (on area) (12-25-2011)
Desecrate - 10th - 1,000 xp (on area) (12-25-2011)
Find Traps - 10th - 1,000 xp (on self) (12-25-2011)
Glyph of Warding - 11th - 1,500 xp (on object) (12-25-2011)
Wind Wall - 11th - 1,500 xp (on area) (12-25-2011)
Magic Weapon, Greater - 12th - 2,000 xp (on object) (12-25-2011)
Detect Animals or Plants - 9th - 500 xp (on others) (12-25-2011)
Detect Snares and Pits - 9th - 500 xp (on others) (12-25-2011)
Speak with Plants - 11th - 1,500 xp (on others) (12-25-2011)
Holy Sword - 12th - 2,000 xp (on object) (12-25-2011)
Snare - 11th - 1,500 xp (on object) (12-25-2011)
Detect Secret Doors - 9th - 500 xp (on self) (12-25-2011)
Tenser's Floating Disk - 9th - 500 xp (on object) (12-25-2011)
Fog Cloud - 10th - 1,000 xp (on object) (12-25-2011)
Spectral Hand - 10th - 1,000 xp (on self) (12-25-2011)
Illusory Script - 11th - 1,500 xp (on object) (12-25-2011)
Keen Edge - 11th - 1,500 xp (on object) (12-25-2011)
Water Breathing - 11th - 1,500 xp (on other) (12-25-201)
Fire Trap - 12th - 2,000 xp (on object) (12-25-2011)
Hallucinatory Terrain - 12th - 2,000 xp (on area) (12-25-2011)
Wall of Ice - 12th - 2,000 xp (on object) (12-25-2011)
Spell Compendium
Snowshoes - 9th - 500 xp (on other) (12-25-2011)
Healthful Rest - 9th - 500 xp (on other) (12-25-2011)
Ghost Touch Armor - 10th - 1,000 xp (on object) (12-25-2011)
Energized Shield, Lesser - 10th - 1,000 xp (on object) (12-25-2011)
Energized Shield - 11th - 1,500 xp (on object) (12-25-2011)
Undead Bane Weapon - 12th - 2,000 xp (on object) (12-25-2011)
Jagged Tooth - 11th - 1,500 xp (on other) (12-25-2011)
Spikes - 11th - 1,500 xp (on object) (12-25-2011)
Air Breathing - 11th - 1,500 xp (on other) (12-25-2011)
Weapon of Impact - 11th - 1,500 xp (on object) (12-25-2011)
Wall of Chaos/Evil/Good/Law - 12th - 2,000 xp (on object) (12-25-2011)
Force Chest - 12th - 2,000 xp (on object) (12-25-2011)
Sharptooth - 12th - 2,000 xp (on other) (12-25-2011)
Wall of Dispel Magic - 13th - 2,500 xp (on object) (12-25-2011)
I have elected not to include support for the Kingdoms of Kalamar campaign setting, which is exclusively 3.0, and the Dragonlance Campaign Setting, for which I only have the Dragonlance Campaign Setting book (and no knowledge of other support), which I have already completed.
For all intents and purposes, this completes the list unless people give me new ideas for spells or arguments to have existing ones taken down (I'm expecting certain Wall of spells and weapon enhancement spells to be points of contention, as well as requests for the inclusion of more Cloud/Fog spells).
Quote:
Originally Posted by Zeta Kai
Calm down. About 605 of those are from the PHB, which has presumably been covered by the original designers (in theory). That leaves a little over a thousand spells from the Spell Compendium to look over, which cuts things down considerably. The real work will be to track down all of the spells from various splatbooks, which are myriad, & organized in vastly different manners.
Luckily, in most cases the spells will be grouped together for easy referencing. I just wish for your sake that there existed some central list of every spell ever published by WotC. From their perspective, they consider the SpC to be the omega to the PHB's alpha.
What concerns me about that was this:
Quote:
To be introduced in future updates:
- Page numbers, for reference
"Wouldn't it be nice" list:
- "Errata" text for each individual spell (specifying restrictions and what-have-you; this may be an impossibly, or at least unnecessarily, large task)
- Original sources for each spell, as opposed to Spell Compendium or other compilations the spells arrive in
The list now includes 157 spells, most of which need errata text (to the effect of "this spell can be made permanent", and clauses for what happens if certain spells are counteracted, like Consecrate/Desecrate), page numbers, and (if I'm feeling particularly brave) original sources. Certainly a daunting task!
I would like to see a universal database for spells, not unlike the one for feats. That way I have something to at least make page numbers and original sources easier for me.
Re: Splat It! - Permanency Support (Work in Progress)
I have a few more spells for your consideration. I've included the page number on which each spell appears, and the spoiler contains proposed "errata" to make the spells play nice with permanency.
Self
Spell
Sourcebook
Minimum Caster Level
XP Cost
Detect Dragonblood
Dragon Magic pg. 65
9th
500 XP
Ectoplasmic Feedback
Libris Mortis pg. 64
11th
1,500 XP
Hoard Gullet
Dragon Magic pg. 68
9th
500 XP
Necrotic Awareness
Libris Mortis pg. 67
9th
500 XP
Sense of the Dragon*
Races of the Dragon pg. 117
11th
1,500 XP
*Sense of the dragon can already be made permanent as per its text in Races of the Dragon, it simply needs to be added to the list.
Self, Another Creature, or Object
Spell
Sourcebook
Minimum Caster Level
XP Cost
Returning Weapon
Races of the Wild pg. 175
10th
1,000 XP
Spawn Screen
Libris Mortis pg. 71
10th
1,000 XP
Area or Object
Spell
Sourcebook
Minimum Caster Level
XP Cost
Damning Darkness
Lords of Madness pg. 210
12th
2,000 XP
Ghoul Glyph
Libris Mortis pg. 66
10th
1,000 XP
Path of Frost
Dragon Magic pg. 71
9th
500 XP
Utterdark
Lords of Madness pg. 213
17th
4,500 XP
Wall of Scales
Races of the Dragon pg. 118
12th
2,000 XP
Errata:
Spoiler
Ghoul Glyph: A permanent ghoul glyph that is disabled or triggered becomes inactive for 10 minutes, after which it can be triggered again as normal.
__________________
Sincerest thanks to Qwernt for the amazing avatar.
Last edited by Dracomortis : 12-25-2011 at 10:43 PM.
Re: Splat It! - Permanency Support (Work ALWAYS in Progress)
I agree to all the above except for Ectoplasmic Feedback, which provides a qualitative difference in access to combat-related abilities of the target. This sets it aside from enhancements such as Magic Fang, Girallon's Blessing and Sharptooth, which are quantitative, and Undead Bane Weapon, Energized Shield and Ghost Touch Armor (which affect equipment). It's for this same reason that I will not add spells like Mage Armor to the list, since Mage Armor basically gives the subject an armor score, as opposed to an enhancement bonus to existing armor.
Affecting the subject vs. affecting the object is essentially the only difference between Bless and Magic Weapon, which makes it another point of distinction. (Magic Fang, which set the precedent that Magic Weapon is allowed on, blurs this line, but it's important to note that Magic Fang gives an enhancement bonus to a natural weapon; it does not grant the user attacks with a natural weapon, nor does it make a subject proficient in a natural weapon if they are not already.)
I will put these up now.
(I will not add the page numbers or errata at this time, for the sake of keeping a consistent formatting at this time, but I will store it away for when I undertake the project of page numbering for the whole list, probably sometime this week.)
Many thanks!
EDIT: I just noticed upon closer inspection that Girallon's Blessing produces a qualitative difference as well as a qualitative one (in addition to the additional set of arms, the subject gains the ability to make four claw attacks). This is a contradiction both of the reasoning for the rule mentioned above, as well as of my exclusion of Claws of the Bear, of the Druid spell list (Spell Compendium). Thoughts on this? Should it stay or should it go?
Re: Splat It! - Permanency Support (Work in Progress)
Updated with the following spells:
Spoiler
Dragon Magic
Detect Dragonblood - 9th - 500 XP (on self) (12-25-2011)
Path of Frost - 9th - 500 XP (on object) (12-25-2011)
Hoard Gullet - 9th - 500 XP (on self) (12-25-2011)
Libris Mortis
Necrotic Awareness - 9th - 500 XP (on self) (12-25-2011)
Ghoul Light - 9th - 500 XP (on object) (12-25-2011)
Spawn Screen - 10th - 1,000 XP (on other) (12-25-2011)
Ghoul Glyph - 10th - 1,000 XP (on object) (12-25-2011)
Lords of Madness
Damning Darkness - 12th 2,000 XP (on object) (12-25-2011)
Utterdark - 17th - 4,500 XP (on area) (12-25-2011)
Races of the Dragon
Sense of the Dragon - 11th - 1,500 XP (on self) (12-25-2011)
Wall of Scales - 12th - 2,000 XP (on object) (12-25-2011)
Races of the Wild
Returning Weapon - 10th - 1,000 XP (on object) (12-25-2011)
Currently up for discussion:
Allow or forbid Girallon's Blessing/Claws of the Bear/Ectoplasmic Feedback and related effects which provide a qualitative difference on the subject?
Re: Splat It! - Permanency Support (Work ALWAYS in Progress)
For what it's worth, I toss my vote in with refraining from adding qualitative spells onto the permanency list.
Seems to open up too many doors.
Also, the dispellability of permanency would be very devastating to a character that so relied on the qualitative difference. It would be a bit of a trap in that.
Just my thoughts.
Also, subscribing to this thread.
__________________
Thanks to PersonalSavior for the resplendent Monk and Eyes Avatar.
I play Legend.
My D&D 3.5 Homebrew.
Re: Splat It! - Permanency Support (Work ALWAYS in Progress)
Updated with the following spells/changes:
Spoiler
ADDED:
Player's Handbook
Magic Vestments - 11th - 1,500 xp (on object)
REMOVED:
Spell Compendium
Girallon's Blessing - 11th - 1,500 xp (on self)
Quote:
Originally Posted by ChumpLump
For what it's worth, I toss my vote in with refraining from adding qualitative spells onto the permanency list.
Seems to open up too many doors.
Also, the dispellability of permanency would be very devastating to a character that so relied on the qualitative difference. It would be a bit of a trap in that.
Just my thoughts.
Also, subscribing to this thread.
I agree.
Removed Girallon's Blessing and added Magic Vestments (which I had forgotten from earlier).
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
Re: Splat It! - Permanency Support (Work ALWAYS in Progress)
Just curious, for the spell Animate Weapon, if you made it permanent, if you leave the 30 feet range, can it be animated again and is it permanent? or is the spell undone if you go out of range?
Also, what are your thoughts on things that increase abilities, skills, or attack bonuses, ect. Like True strike, Owl's Wisdom, and so on? I get its asking alot, but surely there can be a fair answer? It may be a long wait for most characters as it would be most balance at higher end levels, almost epic levels.
The next suggestion I have is, Iron Body, the protection from X series, and maybe prying eyes, and the bigby's series.
I'm not exactly sure the formula that is used for this spell.
__________________
Quote:
Originally Posted by Gotterdammerung
I weep for all the GM's and players who come here for help and instead get taught how to be prejudice towards classes. D&D is supposed to be a game that plunges you into a world of imagination and instead people around the world are standing around a table arguing over "tiers".
Re: Splat It! - Permanency Support (Work in Progress)
Quote:
Originally Posted by Lonely Tylenol
That works for me. I'll include an asterisk (*) next to spells that are being included in the Player's Handbook that are not on the existing Permanency list.
You might wanna state that in your initial thread. Nice work otherwise, will ping you if I find anything not here already. Personally been houseruling on the spot for them for years, permanency was never supported enough to begin with, but the fact that they failed to mention it retrospectively in further supplements (i.e. This spell may be affected by the spell Permanency) leads me to wonder if it was a spell deliberately gossed over?
__________________
All I ask is a tall ship, and a star to sail her by.
Re: Splat It! - Permanency Support (Work ALWAYS in Progress)
Quote:
Originally Posted by Lix Lorn
I dislike that permanent spells are dispellable...
There's always a risk.
This is, of course, easily countered by simply not making your highest-level spell a Permanent one (so that the temporary spells are targeted first), but making sure the Permanent spells are a high enough caster level to survive most dispel checks regardless.
Quote:
Also, will you throw things at me for begging for the BoEF?
Shouldn't you consult a doctor if most of those spells last too long, though?
Quote:
Originally Posted by killem2
Just curious, for the spell Animate Weapon, if you made it permanent, if you leave the 30 feet range, can it be animated again and is it permanent? or is the spell undone if you go out of range?
(EDIT: Upon review, I'm not finding any mention of objects animated by the Animate Objects spell having an effective maximum range, only of the spell itself having a maximum range upon casting. As far as I can tell, animated objects can be miles away from the caster who animated them; they just need to be within range of the caster when he casts the spell to animate them.)
This same risk is run for Floating Disk, which is on the Permanency list (but is ultimately not worth it, as any Flight, teleportation-like ability from Dimension Door up, or any method of giving yourself a land movement speed above the Floating Disk runs the risk of cancelling it; I may remove it yet).
Quote:
Also, what are your thoughts on things that increase abilities, skills, or attack bonuses, ect. Like True strike, Owl's Wisdom, and so on? I get its asking alot, but surely there can be a fair answer? It may be a long wait for most characters as it would be most balance at higher end levels, almost epic levels.
My opinion on things such as True Strike and especially the ability enhancement spells was summarized quite effectively earlier in this thread:
Quote:
Originally Posted by Lonely Tylenol
I agree to all the above except for Ectoplasmic Feedback, which provides a qualitative difference in access to combat-related abilities of the target. This sets it aside from enhancements such as Magic Fang, Girallon's Blessing and Sharptooth, which are quantitative, and Undead Bane Weapon, Energized Shield and Ghost Touch Armor (which affect equipment). It's for this same reason that I will not add spells like Mage Armor to the list, since Mage Armor basically gives the subject an armor score, as opposed to an enhancement bonus to existing armor.
Affecting the subject vs. affecting the object is essentially the only difference between Bless and Magic Weapon, which makes it another point of distinction. (Magic Fang, which set the precedent that Magic Weapon is allowed on, blurs this line, but it's important to note that Magic Fang gives an enhancement bonus to a natural weapon; it does not grant the user attacks with a natural weapon, nor does it make a subject proficient in a natural weapon if they are not already.)
Basically, the ability enhancers provide an effect that your character did not have before (an enhancement bonus to an existing score), and affect the player, not a particular item; thus, they fall solidly under the criteria of things such as Bless and Ectoplasmic Feedback. The ability enhancers are actually precisely the precedent that I was trying to avoid, and they are the reason I ended up taking Girallon's Blessing off the Permanency list (as it provides you access to natural attacks you are not assumed to have prior to its casting).
Permanent True Strike is never balanced. It has a standard action casting time and a one-use duration for a reason: the poor action economy and limited payoff are what deter spamming of this ability during every combat. If you really want those types of spell uses in your game, Persistent True Strike is a seventh-level spell, and Persistent Owl's Wisdom (and variants) are eighth-level spells, assuming no metamagic mitigators (such as Metamagic School Focus, Arcane Thesis, Incantatrix's Easy Metamagic ability, Divine Metamagic, or anything else of the sort), and are entirely within the scope of the rules to use. It's worth noting that Persistent True Strike is a useless six-level jump, however, as it will always only affect "your next single attack roll", and Persistent animal ability enhancers would come at level 15, when you're assumed to have access to +6 items that offer enhancement bonuses (which don't stack), making it only ever useful for secondary (and tertiary) enhancements.
Quote:
The next suggestion I have is, Iron Body, the protection from X series, and maybe prying eyes, and the bigby's series.
Iron Body provides a qualitative difference (many, in fact). So do the Protection from X spells.
Prying Eyes is not broken from a game balance perspective, but could not be Permanencied because of a number of inherent contradictions within the mechanics of Prying Eyes that make it incompatible (the proximity rule, which it shares with Floating Disk, is one; the fact that the eyes are destructible, which it shares with Spectral Hand; and the fact that the eyes are single-use, which it shares with True Strike, and disappear after relaying information). Note that the first two issues individually haven't stopped a spell from being made Permanent as per this list (and the first never stopped Dancing Lights from appearing on the core list); the third, however, is a deal-breaker, as you're basically making a single-use item Permanent... Until discharged.
Arcane Eye has a considerably better shot at being made Permanent, since it is not affected by any of the above problems, but see below.
The only issue I have with Hand and Fist spells being made permanent is that there is no limit to the number of Hands you could theoretically Permanency. If you wanted, you could create an arbitrarily high number of Hands with insidious consequences.
As a general rule, the precedent for spells with stacking effects, and spells with no explicitly worded limit on quantity, can be inferred from this post, made earlier in the thread:
Quote:
Originally Posted by Lonely Tylenol
Choking Cobwebs has some fairly insidious implications if you choose to create large quantities of Permanent Choking Cobwebs (like doubling them up for Con damage to death).
EDIT: That said, the Hand and Fist spells may follow the precedent set by Animate Objects. I'll look into it.
Quote:
I'm not exactly sure the formula that is used for this spell.
I haven't written a comprehensive criteria for Permanency, and since Wizards never wrote one, it can be assumed that no such list exists; however, there are a few criteria that I've established through this list that one can safely use to rule out spells that are incompatible with the list:
Spells that affect yourself, another creature, an object, or an area MUST: Contain wording that explicitly prevents the spell from stacking with itself, or stacking with other, related spells, indefinitely. If multiple instances are allowed, there must be an explicitly worded limit, and multiple instances of identical effects can't stack. (Examples for creatures: Create Magic Tattoo, Enlarge/Reduce Person; Examples for objects: Keen Edge, Holy Sword, Fire Trap; Examples of violators: Choking Cobwebs' Constitution damage) MUST NOT: Provide untyped bonuses or penalties of any kind. These always stack, and always interact with themselves. MUST NOT: Have a limited number of uses or charges. This includes single-use spells (such as True Strike), as well as spells that discharge after fulfilling a certain condition (such as Prying Eyes discharging after returning to your hand, or Protection from Energy discharging after preventing a fixed amount of damage). MUST NOT: Have a duration of Instantaneous. You cannot Permanency a spell without a duration; either its effect occurs for a single instant before dissipating (see most blasting spells) or has a permanent effect which is not kept permanent by magic (certain Conjuration [Creation] spells fall under this category). MUST: Have a fixed (and rather) limited duration, if the spell has a negative effect at all. By extension, the spell MUST NOT have a negative effect that lasts "for the duration of the spell", or any similar wording; the duration of the effect that it provides must be independent of the spell's duration. (Examples: Karmic Aura, Stinking Cloud)
Spells that affect yourself or another creature SHOULD NOT: Provide a qualitative difference in the creature. This includes, but is not limited to: attacks that the creature is not assumed to already have access to (such as a natural attack not normally granted to a creature, such as a bite, slam, claw, talon, or tail attack); a movement mode that the creature is not assumed to have access to (such as a flight, swim, or burrow speed); a bonus that the creature is not assumed to already have access to (such as an enhancement bonus to an ability score, insight bonus to attack rolls, armor bonus to Armor Class, or competence bonus to a skill); or a property or ability of any other kind that the creature is not assumed to have access to (such as Flaming Burst and related properties, any spell-like abilities, any energy resistance or immunity, any spell resistance or immunity, any damage resistance, or any immunity to adverse effects). Common exceptions to this rule include detection spells (such as Arcane Sight, Detect Aberration and Detect Good/Evil/Chaos/Law, to self only), minor enhancement bonuses to existing qualities of the character (such as Magic Fang to existing natural attacks, and Resistance to existing saves) and size bonuses (Enlarge/Reduce Person). Subversions of this rule (which were not included in the core criteria, but are included in this new criteria) are Sharptooth and Jagged Tooth on existing natural attacks (which does not stack with itself, or any iteration thereof; this follows the precedent set by Magic Fang), means of subverting certain detections (such as Undetectable Alignment and Dead End), means of basic survival in harsh environments (such as Air Breathing, Water Breathing and Resist Planar Effects), enhancements and properties that affect equipment (provided that they do not stack with any other enhancements and properties that provide related or identical effects), and Create Magic Tattoo (the one direct violation of this rule for which there is no precedent; incidentally, it's also one that I'm tempted to take down, for this reason). SHOULD NOT: Be a spell that a Sorcerer or Wizard cannot cast, especially if it is a spell with "Range: Personal". This has been subverted on occasion, however (Examples: Tojanida Sight, Greenfire).
I don't have comprehensive criteria for spells that should or should not be Permanencied, but this is a good place to start. I'll probably add more as they occur to me.
Quote:
Originally Posted by Veklim
You might wanna state that in your initial thread.
I thought I did.
I'll add it, thanks.
Quote:
Nice work otherwise, will ping you if I find anything not here already. Personally been houseruling on the spot for them for years, permanency was never supported enough to begin with, but the fact that they failed to mention it retrospectively in further supplements (i.e. This spell may be affected by the spell Permanency) leads me to wonder if it was a spell deliberately gossed over?
Dracomortis and I have actually found a select few spells that actually do have Permanency written into their writing. I've only seen two splatbooks that have explicitly mentioned Permanency: Races of the Dragon and Sandstorm. Dracomortis pointed out spells in both lists, and I found another spell or two in Sandstorm that is eligible for Permanency as-written. There is no consistent patter for me that suggests that the spell was deliberately glossed over or simply forgotten, which leads me to think that there are maybe one or two people at Wizards of the Coast that ever cared about Permanency, and the rest never thought about spell interactions during the creation process.
Re: Splat It! - Permanency Support (Work ALWAYS in Progress)
Quote:
Originally Posted by Lonely Tylenol
Spells that affect yourself or another creature SHOULD NOT: Provide a qualitative difference in the creature. This includes, but is not limited to: attacks that the creature is not assumed to already have access to (such as a natural attack not normally granted to a creature, such as a bite, slam, claw, talon, or tail attack); a movement mode that the creature is not assumed to have access to (such as a flight, swim, or burrow speed); a bonus that the creature is not assumed to already have access to (such as an enhancement bonus to an ability score, insight bonus to attack rolls, armor bonus to Armor Class, or competence bonus to a skill); or a property or ability of any other kind that the creature is not assumed to have access to (such as Flaming Burst and related properties, any spell-like abilities, any energy resistance or immunity, any spell resistance or immunity, any damage resistance, or any immunity to adverse effects). Common exceptions to this rule include detection spells (such as Arcane Sight, Detect Aberration and Detect Good/Evil/Chaos/Law, to self only), minor enhancement bonuses to existing qualities of the character (such as Magic Fang to existing natural attacks, and Resistance to existing saves) and size bonuses (Enlarge/Reduce Person).
The bolded portion is a little unclear: are those examples of acceptable bonuses, or unacceptable? I would have assumed the former except that the other examples are all fairly clearly unacceptable. A bit of rewording might be good just in case.
__________________
Quote:
Originally Posted by Water_Bear
That's RAW for you; 100% Rules-Legal, 110% silly.
Quote:
Originally Posted by hamishspence
"Common sense" and "RAW" are not exactly on speaking terms
Anyone knows blue is for sarcas'ing in · Use of gray may indicate nitpicking · Green is sincerity · "Take 10 SAN damage from Dark Orchid"
I often hop into threads for just one thing
Re: Splat It! - Permanency Support (Work ALWAYS in Progress)
Quote:
Originally Posted by tuggyne
The bolded portion is a little unclear: are those examples of acceptable bonuses, or unacceptable? I would have assumed the former except that the other examples are all fairly clearly unacceptable. A bit of rewording might be good just in case.
They are listed as examples of unacceptable bonuses, and for a reason. An armor bonus to an existing set of armor (as the spell Magic Vestments) is quantitative and applied to equipment, which is acceptable; an armor bonus being given to a creature which does not already have one (as the spell Mage Armor) is qualitative (unarmored ~> armored) and applies the bonus directly to the player, which is unacceptable.
The only spell I have permitted that explicitly breaks this rule is Create Magic Tattoo, which sets a dangerous precedent, and may be taken off the list as-is.
Re: Splat It! - Permanency Support (Work ALWAYS in Progress)
Quote:
Originally Posted by tuggyne
The bolded portion is a little unclear: are those examples of acceptable bonuses, or unacceptable? I would have assumed the former except that the other examples are all fairly clearly unacceptable. A bit of rewording might be good just in case.
The fact that those are under the SHOULD NOT heading should make it clear that they are unacceptable.