Permanency
(Alteration)


L^: mu8, wj8
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R#: S
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D^: P
C^: v.s.m
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CT: 2r
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S^: None
A^: Special
-
-
-
-

Effect: This spell affects the duration of certain other spells, making the duration permanent.
The spells upon which a personal permanency will be effective are:

comprehend languages,
detect evil,
detect invisibility,
detect magic,
infravision,
protection from evil,
protection from normal missiles,
read magic,
tongues,
unseen servant.

The M-U casts the desired spell and then follows with the permanency spell.
Each permanency spell lowers the magic-user's constitution by 1 point.
The magic-user cannot cast these spells upon other creatures.

The former application of permanency can be dispelled only by a magic-user of greater level than the spell caster was when he or she initially cast it.


In addition to personal use, the permanency spell can be used to make the following object/creature or area effect spells lasting:

enlarge,
fear,
gust of wind,
invisibility,
magic mouth,
prismatic sphere,
stinking cloud,
wall of fire,
wall of force,
web.

The permanency application to other spells allows it to be cast simultaneously with any of the latter when no living creature is the target, but the permanency can be dispelled normally, and thus the entire spell negated.

DMG: There is only a 5% chance of the spell caster actually losing a point of constitution if the spell is cast upon a non-living thing.

Permanency: Although the PH warns 
players that using the spell upon a 
creature results in a CON drain, it 
does not inform the players that this can also 
happen when the spell is used with 
respect to some object.  The exact percentage 
chance is not given here (see DMG 
p46) but PCs would be aware that this is a 
possibility. 
(Imagine #29)

UA: The spells upon which a personal permanency will be
effective include:
 
 
comprehend languages protection from normal missiles
detect evil read magic
detect illusion run
detect invisibility tongues
detect magic ultravision
infravision unseen servant
protection from evil -

In +addition+ to personal USE, the permanency spell can be used to
make the following object/creature || AREA effect spells lasting:
 
alarm magic mouth
deeppockets preserve
dispel magic prismatic sphere
enlarge stinking cloud
fear wall of fire
forcecage wall of force
gust of wind web
invisibility wind wall

Note further that there is only a 5% chance of a spell caster losing a Con point
if the permanency spell is CAST upon a non-living
thing. However, when the spell is applied as a charge in a device
(such as a ring of spell storing), the chance of such a loss is 100%.


wj8
This spell makes the duration of other spells permanent. The following
personal spells can be made permanent, at the cost of 1 point of Constitution of the wu jen:
 
 
 
[comprehend languages]
[detect evil]
[detect invisibility]
[read magic]
secret signs
[water protection]
[detect shapechanger]
[unseen servant]
[tongues]
[detect magic]
[protection from normal missiles]
[protection from charm]

The wu jen may also make permanent the following spells cast on other
creatures or objects. There is only a 5% chance of losing a point of Constitution
if cast upon a non-living object:
 
 
[ghost light] [invisibility]
respect <cannot find this spell in OA!> [giant size]
[wall of force] [dispel magic]
[wall of fire] [secret signs]
[wall of fog] [emotion]
[metal skin] [apparition]
[stinking cloud] [invisibility]

Q: When a permanency is applied to a
spell cast upon a creature, who
loses the constitution point: the
caster or the recipient creature?

A: The casting of a permanency causes the
constitution loss, so the loss (if any) always
applies to the caster.
(145.12)

ADQ: Could a permanency be CAST on a
gate spell effect?
ADA: Yes. But since an actual crack in
existence is created by this spell, the consequences
of such an act would be far-reaching.
At the very least, matter and energy
would flow from one plane to another (in a
direction determined by the DM), or possibly
both ways. In the short duration of a
normal gate spell, this flow is nearly nothing;
but over a long period, "interplanar
erosion" could widen the crack until it
threatens the local "endpoints" of the gate
(i.e. planetary bodies) and could eventually
damage the planes themselves. Extremely
powerful other-<dimensional> beings would doubtless
intervene long before such results could
develop.
(Polyhedron #14)
 
 



 


The Welshman wrote:
Welcome back, Big G. Sorry about your Bears, I was rooting for them.

Anyway, I have always wondered something about the AD&D spell Animate Dead.
Is there any limit to how many skeletons/zombies a cleric may animate and retain control of?
As written, a cleric can animate 1 skeleton or zombie per level of the spell-caster. But can he cast another Animate Dead the next day to animate another amount equal to his level?
If so, a mid-level cleric could soon have his own undead army.
 


Much of the time the Bears played as if they were semi-zombies 

The Animate Dead spell is as written, the cleric can animate and control only one per level, casting another Animate Dead spell would not change the fact that only one Dead could be animated and controlled.
OTOH, using a Permanent spell on a controlled corpse(s) would make another Animate Dead meaningful.

Cheers,
Gary