SRD Talk:Permanency
Application[edit]
can permenency only be applied to the spells listed? or is it at GM's Desresion? What are some spells you recremend being made permenent? I was thinking Mage Armor.... Corhen 22:00, 8 May 2009 (MDT)
- Only the spells listed. Surgo 22:46, 8 May 2009 (MDT)
- Though your DM may have a variant to have any spell, you would have to ask him/her permission first. --Sabre070 07:24, 9 May 2009 (MDT)
- Of note, permanency does not affect any spells after the PHB unless the spell says that permanency applies. However, authors tended to forget about that spell, so the DM may decide otherwise. If the permanencied spell is too good to be true, it likely is. Permanent VIGOR is a way broken combo.--Dmilewski 14:22, 9 May 2009 (MDT)
- Permanent vigor is impossible, even if your DM allows any spells, because it is a psionic power, NOT a spell. And if you somehow made it permanent, 5 extra hit points isn't that overpowered.
- Picking a nit: In fact Vigor is indeed a spell (Complete Divine p186) but it's clerics and druids only, so it doesn't help a lot, since permanency is sorcerers and wizards only. The Vigor spell grants fast healing and automatic stabilization, rather than extra hit points. Would be pretty cool to have that made "permanent". 174.113.105.169 09:25, 12 February 2018 (MST)
- Permanent vigor is impossible, even if your DM allows any spells, because it is a psionic power, NOT a spell. And if you somehow made it permanent, 5 extra hit points isn't that overpowered.
- The Complete Book of Eldritch Might (which is not completely cannon, being white wolf.) has rules (in the form of a scaling chart) for the level and xp cost to permanency any spell. Provided your GM is allowing 'all books' (bar pun-punesque shenanigan) then permanency can be applied to anything. --72.84.149.70 21:05, 10 October 2009 (MDT)
If your DM has a house rule that allows you to make anything permanent, I'd recommend: Expeditious Retreat, Jump, Owl's Wisdom, Bull's Strength, Bear's Endurance, Eagle's Splendor, Fox's Cunning, Cat's Grace, Mage Armor, True Strike, and Ancient Knowledge. That would be the single most overpowered thing EVER, I know.
Add[edit]
add [[Category:Time Domain|{{BASEPAGENAME}}]] 67.142.130.43 05:38, 30 July 2010 (UTC)
- Added.--Dmilewski 19:16, 31 July 2010 (UTC)
Raise Dead[edit]
I understand that the list of spells listed are the only ones PLAYERS can make permanent. However, as a relatively new DM, I was considering the creation of a creature, between the concept of construct and undead, whom is created and maintained by a core with a permanent "raise undead" spell on it. Like a Mutagenic, expansive flesh golem. What would be your opinion on it(your being anyone reading this) AtlasS- Your Friendly Neighbourhood Sniperman 22:12, 24 February 2012 (MST)
- When I DM I always go by the mantra of "It's my campaign, my world, and my creature." It's your campaign create your flesh golem with the permanency spell. SO to answer your question as a DM remember that many rules can be bent to fit your campaign. JMO -- Irykyl 11:47, 1 March 2012 (MST)