Permanency
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| Permanency | |||||||
| School | Universal | ||||||
| Level |
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| 3rd ed. rules | |||||||
Permanency is a universal spell that makes certain spells permanent.
Effect
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The caster can make the following spells permanent when cast on themselves: arcane sight, comprehend languages, darkvision, detect magic, protection from arrows, read magic, see invisibility, and tongues.
The caster casts the desired spell and thens follow it with the permanency spell. This application of permanency can be dispelled only by a more powerful spellcaster.
In addition to personal use, permanency can be used to make the following spells permanent on yourself, another creature, or an object (as appropriate): enhance familiar, enlarge, fortify familiar, magic fang, and resistance.
Finally, the following spells can be cast upon objects or areas only and rendered permanent: alarm, dancing lights, dimensional lock, familiar pocket, ghost sound, gust of wind, invisibility, magic mouth, Mordenkainen's private sanctum, Otiluke's dispelling screen, otiluke's greater dispelling screen, phase door, prismatic sphere, shrink item, solid fog, spiritwall, stinking cloud, symbol, teleportation circle, wall of fire, wall of force, and web.
Variants
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The Simbul has found a way to use permanency to place protection from evil on herself, despite the original spell's limitation.[1]
References
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- Jonathan Tweet, Monte Cook, Skip Williams (August 2000). Player's Handbook 3rd edition. Wizards of the Coast. ISBN 0-7869-1551-4.
- Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition, p. 62-66. Wizards of the Coast. ISBN 0-7869-1836-5.
- ↑ Ed Greenwood, et al (1989). Hall of Heroes, p. 100. TSR, Inc. ISBN 0-88038-711-4.