Permanency
(Alteration)
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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