I fancy having a crack at writing a Permanency spell to add to my world, and I would love to know how you would abuse it (so that I can decide if it's a cool thing I want the spell to do, or if it's a thing that needs covering in the rules!)
Thus far the biggest one I've seen is Haste on a creature, which implies that the spell needs to be restricted on use on creatures somewhat.
My plans:
1: The spell will extend the duration of spells, rather than outright permanantise them. upcastign will increase this, and it will be based on the slot used vs spell level of the spell. using a level 9 slot on a low level spell (up to level 3, I guess?) will make them permanent.
2: (somewhat counter to 1): you need to expend a spell slot permanently to make a spell permanent. This is the price you pay for keeping a spell going forever.
Depending on the drawbacks, or the limits for spells that can be made permanent, The ability to break the spell changes.
Here is one of the previous versions, using this and modifying it lets people start to innovate on your idea, since it takes rules or boundaries to truly innovate or improve (or in the above, break) something.
This spell affects the duration of certain other spells, making the duration permanent. The personal spells upon which a Permanency is known to be effective are as follows:
The wizard casts the desired spell and then follows it with the permanency spell. Each permanency spell lowers the wizard's Constitution by 1 point. The wizard cannot cast these spells upon other creatures. This application of permanency can be dispelled only by a wizard of greater level than the spellcaster was when he cast the spell.
In addition to personal use, the permanency spell can be used to make the following object/creature or area-effect spells permanent:
These applications to other spells allow it to be cast simultaneously with any of the latter when no living creature is the target, but the entire spell complex then can be dispelled normally, and thus negated.
The permanency spell is also used in the fabrication of magical items (see the 6th-level spell enchant an item). At the DM's option, permanency might become unstable or fail after a long period of at least 1,000 years. Unstable effects might operate intermittently or fail altogether.
The DM may allow other selected spells to be made permanent. Researching this possible application of a spell costs as much time and money as independently researching the selected spell. If the DM has already determined that the application is not possible, the research automatically fails. Note that the wizard never learns what is possible except by the success or failure of his research.
I fancy having a crack at writing a Permanency spell to add to my world, and I would love to know how you would abuse it (so that I can decide if it's a cool thing I want the spell to do, or if it's a thing that needs covering in the rules!)
Thus far the biggest one I've seen is Haste on a creature, which implies that the spell needs to be restricted on use on creatures somewhat.
My plans:
1: The spell will extend the duration of spells, rather than outright permanantise them. upcastign will increase this, and it will be based on the slot used vs spell level of the spell. using a level 9 slot on a low level spell (up to level 3, I guess?) will make them permanent.
2: (somewhat counter to 1): you need to expend a spell slot permanently to make a spell permanent. This is the price you pay for keeping a spell going forever.
any other thoughts, ideas, and comments welcome!
I mean... this utterly breaks the game in tons of ways. Here's a few off the top of my head without even really thinking about it:
Spells that effectively add entire new characters to the party if made permanent: Dominate Person / Monster, Summon X, Animate Objects, Arcane Hand, Illusory Dragon
Spells that break bounded accuracy if made permanent: Haste, Shield, Shield of Faith
Spells that make the party unkillable: Aid, Aura of Vitality, Beacon of Hope, Protection from Energy, Stoneskin, Invulnerability, Globe of Invulnerability, Greater Invisibility
Spells that just end an enemy if made permanent: Banishment, Hold Person/Monster, Eyebite, Flesh to Stone
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I fancy having a crack at writing a Permanency spell to add to my world, and I would love to know how you would abuse it (so that I can decide if it's a cool thing I want the spell to do, or if it's a thing that needs covering in the rules!)
Thus far the biggest one I've seen is Haste on a creature, which implies that the spell needs to be restricted on use on creatures somewhat.
My plans:
1: The spell will extend the duration of spells, rather than outright permanantise them. upcastign will increase this, and it will be based on the slot used vs spell level of the spell. using a level 9 slot on a low level spell (up to level 3, I guess?) will make them permanent.
2: (somewhat counter to 1): you need to expend a spell slot permanently to make a spell permanent. This is the price you pay for keeping a spell going forever.
any other thoughts, ideas, and comments welcome!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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Depending on the drawbacks, or the limits for spells that can be made permanent, The ability to break the spell changes.
Here is one of the previous versions, using this and modifying it lets people start to innovate on your idea, since it takes rules or boundaries to truly innovate or improve (or in the above, break) something.
Maybe start from here;
Game over man... Game over! -- Pvt. Hudson
That all depends on how exactly you plan to implement the spell? I mean, didn’t we already do this recently?
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I mean... this utterly breaks the game in tons of ways. Here's a few off the top of my head without even really thinking about it:
Spells that effectively add entire new characters to the party if made permanent:
Dominate Person / Monster, Summon X, Animate Objects, Arcane Hand, Illusory Dragon
Spells that break bounded accuracy if made permanent:
Haste, Shield, Shield of Faith
Spells that massively increase DPR:
Sunbeam, Call Lightning, Draconic Transformation, Holy Weapon, Bless,
Spells that make the party unkillable:
Aid, Aura of Vitality, Beacon of Hope, Protection from Energy, Stoneskin, Invulnerability, Globe of Invulnerability, Greater Invisibility
Spells that just end an enemy if made permanent:
Banishment, Hold Person/Monster, Eyebite, Flesh to Stone