Permanency A more versatile version
#1
Posted 27 May 2006 - 09:07 PM
Permanency
Universal
Level: Sorcerer/wizard 5
Components: V, S, XP
Casting Time: 2 rounds
Range: See text
Target, Effect, or Area: See text
Duration: Permanent; see text
Saving Throw: None
Spell Resistance: No
This spell makes certain other spells permanent. Depending on the spell, you must be of a minimum caster level and must expend a number of XP.
You can make any spell with a continuous effect and a duration other than “permanent,” “concentration,” or “instantaneous” permanent. A continuous effect is one that lasts the entire duration of the spell. Thus, detect evil has a continuous effect, but call lightning does not. A spell that is targeted by permanency does not expire at the end of its duration and has its duration changed to “permanent.”
Spells cast on yourself and made permanent can only be dispelled by a caster of higher level than you were when you cast the spell. Spells cast on other creatures, objects, or locations (not on you) are vulnerable to dispel magic as normal.
In order to make a given spell permanent, the caster must have a minimum caster level equal to 7 plus the spell’s level plus any special modifiers as follows. A spell with a duration of 1 day (24 hours) or more treats its spell level as 1 lower than it actually is. A spell with its duration measured in hours (that is less than 24 hours) does not modify its effective spell level for purposes of permanency; a spell with a duration measured in minutes has an effective spell level 1 higher than it actually is. A spell with a duration measured in rounds has an effective spell level 2 higher than it actually is. A spell with a duration shorter than one round has an effective spell level 4 higher than it actually is. Spells always use the least favorable effective level when determining the minimum caster level for permanency.
Spells modified by metamagic are considered to be a spell of the modified spell level. For example, a quickened detect magic casts as a 4th level spell, so it is treated as a 4th level spell for purposes of determining minimum caster level and XP costs for permanency.
The DM may choose to disallow the use of permanency with respect to any spell at any time.
XP Cost: (Minimum caster – 8) x 500 XP.
Method Actor 83% Storyteller 83% Butt-Kicker 75% Power Gamer 67% Specialist 67% Tactician 58% Casual Gamer 25%
Elyria Campaign Setting
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#2
Posted 27 May 2006 - 11:04 PM
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Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
Dell: We're pleased to inform you that your order was shipped on 06/06/2006!
Me: Great, so now I have Satan in my computer. Like XP wasn't problematic enough.
"It was terrible. It had these big, pointy teeth."
--The Vault Dweller
The ALLCALMA Act
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#3
Posted 28 May 2006 - 12:23 AM
Method Actor 83% Storyteller 83% Butt-Kicker 75% Power Gamer 67% Specialist 67% Tactician 58% Casual Gamer 25%
Elyria Campaign Setting
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...)
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#4
Posted 28 May 2006 - 01:42 PM
I like the idea of a universal Permanency. However, to make it viable, you have to make it possibly 1) hard to find someone who has it, and definitely 2) place limits on how many/what type of spells can be permanent at one time. Otherwise, you're gonna see your players go up to any decent-level Adept and paying them to burn however much XP to get a +4 on all stats (Bull's Strength, Cat's Grace, Bears Endurance, and the others).
My rule for Permanency were that you can have a maximum number of permanent spell levels equal to half your character level (minimum 0), and you can only have a single permanent boost to an ability score. If you wanted permanent Haste, you'd have to first find someone with Permanency, then pay/convince them to cast it on you, but you would have to ba at least 6th level (or higher if you already had a permanent spell on). If someone tries to dispel a permanent effect, they first dispel the Permanency, making the spell's duration continue from where it was stopped due to being permanent.
That's how I would do it. Whether it's a good idea or not is something different altogether. Now I need to put some clothes on and bring an NES to Big Bro...
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Butt-Kicker/Storyteller 83%, Method Actor/Tactician 75%, Specialist 58%, Power Gamer 42%, Casual Gamer 33%
#5
Posted 28 May 2006 - 02:28 PM
"Though these two kinds of devils wield terrible powers, they have different characteristics and appearances."
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The ALLCALMA* Act
1. No more posts in Word Games
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4. No more talking to @lice.
*A Little Less Conversation A Little More Action: A new act with the prospect of posting less useless posts and more helpful ones. Anyone is free to join as long as the rules and this part is included in sig. The rules can be modified and updated on agreement.
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Storyteller = 92% Method Actor = 75% Specialist = 67% Power Gamer = 58% Butt-Kicker = 50% Casual Gamer = 25% Tactician = 8%
#6
Posted 28 May 2006 - 07:27 PM
Can you think how disasterous it is to make divinations permanent?
"life is the most dangerous thing. you will never come out of them alive."
#7
Posted 28 May 2006 - 07:53 PM
Check out my art!
Dthclaw's Art!
Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
Dell: We're pleased to inform you that your order was shipped on 06/06/2006!
Me: Great, so now I have Satan in my computer. Like XP wasn't problematic enough.
"It was terrible. It had these big, pointy teeth."
--The Vault Dweller
The ALLCALMA Act
Mein Blog-o
#8
Posted 28 May 2006 - 08:56 PM
"Though these two kinds of devils wield terrible powers, they have different characteristics and appearances."
_____________________________________
The ALLCALMA* Act
1. No more posts in Word Games
2. No more replies on On-Topic threads unless it contributes.
3. No more Off-Topic replies on On-Topic threads.
4. No more talking to @lice.
*A Little Less Conversation A Little More Action: A new act with the prospect of posting less useless posts and more helpful ones. Anyone is free to join as long as the rules and this part is included in sig. The rules can be modified and updated on agreement.
_____________________________________
Storyteller = 92% Method Actor = 75% Specialist = 67% Power Gamer = 58% Butt-Kicker = 50% Casual Gamer = 25% Tactician = 8%
#9
Posted 28 May 2006 - 10:08 PM
Quote
Incidentally, I do not play Forgotten Realms campaigns, so finding a 9th level Adept is sort of difficult, let alone one with a high enough caster level for the fun spells.
Here are some possible fixes, since you all seem so gungho on talking about this.
1) Up the XP cost. What is suggested above is identical to what is in the PHB. There is no reason it can't be higher.
2) Make the spell level higher. Nothing sucks more than having to burn a 9th level spell, and how many 17th level wizard NPCs willing to burn tons of XP one charitable causes are running around your campaign worlds? Maybe I need to join one of your games.
3) Make the caster level requirements higher. Again, no reason we can't just up some of those out of the arena.
4) Add a very pricy material component on top of the XP cost. Eventaully it will be cheaper to just buy an item that produces the same effect.
5) Perhaps a Spellcraft check could be implemented to determine is the spell is successful. Making it uncertain as to whether XP costs will be wasted should make most NPCs wary of casting the spell and most PCs really think twice, since valuable XP is at stake.
Just a couple suggestions to unbreak this for any of you who still want to pursue it. Or just debate it. We haven't had a good debate on here in a while.
Method Actor 83% Storyteller 83% Butt-Kicker 75% Power Gamer 67% Specialist 67% Tactician 58% Casual Gamer 25%
Elyria Campaign Setting
`\ o _,
...)
.< .\.
#10
Posted 29 May 2006 - 12:08 AM
(I suggest an elixer because otherwise any 21st level caster - any - would be able to ignore a material cost with just a total of two already useful feats).
Check out my art!
Dthclaw's Art!
Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
Dell: We're pleased to inform you that your order was shipped on 06/06/2006!
Me: Great, so now I have Satan in my computer. Like XP wasn't problematic enough.
"It was terrible. It had these big, pointy teeth."
--The Vault Dweller
The ALLCALMA Act
Mein Blog-o
#11
Posted 29 May 2006 - 12:43 AM
And as far as the pricing system, while it makes some sense, if it costs more to make an item with the effect, why not just make an item with that effect instead of using this spell? I mean, if I am out to desecrate some temples, I might as well just make an item that permently emminates desecration and hide it in the temple. It'd cost less and it would be every bit as effective--possibly moreso because the priests would have to find the object to permanently get rid of the effect, and that opens up the possibility for traps....
Method Actor 83% Storyteller 83% Butt-Kicker 75% Power Gamer 67% Specialist 67% Tactician 58% Casual Gamer 25%
Elyria Campaign Setting
`\ o _,
...)
.< .\.
#12
Posted 29 May 2006 - 06:30 AM
Quote
Can you think how disasterous it is to make divinations permanent?
I know I quote myself but I was just wrong. All those effects are disspellable so when fighting against any creature with greater dispel magic could make all that XP wasted. Yesterday I was too tired to realy think about what I write. Nothing is more irritating than get all your XP wasted for nothing.
"life is the most dangerous thing. you will never come out of them alive."
#13
Posted 29 May 2006 - 01:37 PM
Method Actor 83% Storyteller 83% Butt-Kicker 75% Power Gamer 67% Specialist 67% Tactician 58% Casual Gamer 25%
Elyria Campaign Setting
`\ o _,
...)
.< .\.
#14
Posted 30 May 2006 - 12:57 PM
Instead of having a permanent effect, the character gains the spell as a spell-like or supernatural ability, usable once per day, that targets only yourself at the caster level of the guy who cast the spell on you. So, if you were to have a 9th-level guy cast Haste and then Permanency on you, the effect would last for 9 rounds, as per the Haste spell, then would be usable 1/day at caster level 9th, range "personal". You would give off a magical aura the strength of the permanency spell, for those with Detect Magic that might want to kill you, and it wouldn't be nearly as powerful as that item that gives you perma-haste.
Of course, this way doesn't exactly make the spell "permanent", as the spell is suppose to. If nothing else, you could just as easily make another spell that does this. Whatever. I need more sleep...
My WIP Wiki and DeviantART pages...
Butt-Kicker/Storyteller 83%, Method Actor/Tactician 75%, Specialist 58%, Power Gamer 42%, Casual Gamer 33%
#15
Posted 27 August 2006 - 11:47 PM

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