Talk:Permanency (5e Spell)
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What happens when you concentration is broken on a permanent spell that requires concentration? Marasmusine (talk) 11:28, 4 August 2017 (MDT)
I wonder if a permanent spell on a creature should use up one of its magic item attunements. It would be a way of limiting how many one person can have, and the effect is similar to wearing a magic item. Marasmusine (talk) 11:56, 4 August 2017 (MDT)
Balance Concerns[edit]
Hey there! I have more than a few concerns about this spell. Let me explain.
Wow, after making this post I realized how ridiculously long it was. I'll have a TL;DR at the bottom.
A lot of these spells are designed to be single use or used for a short period of time, and this completely negates that. Permanency + Longstrider = a permanent +10 to your movement speed, which is so powerful they designed an entire feat around it. A permanent Tongues/Comprehend Languages would allow you to understand and speak to any creature. Expiditious Retreat would give you part of one of the main features of a Rogue. Detect Magic would allow you to see all magic items near you permanently. Resistance would give someone a permanent additional 1d4 to all saving throws. Friends would allow you to get advantage on Charisma checks against a creature permanently, and there would be no downside when the spell ends because the spell doesn't end. See Invisibility, Arcane Eye, and Darkvision basically allow you to get some of the major features of Truesight very easily. Jump allows you to triple your jumping distance permanently. Nondetection would make a person immune to divination magic permanently. Enlarge/Reduce would change the size of a creature permanently, which could be crippling in some cases. Animal Friendship allows you to get a creature as your ally permanently, and Telepathic Bond would allow you to talk to another creature telepathically forever. Greater Magic Fang and Magic Fang would change a creature's appearance forever, giving them a natural weapon permanently
Generally, the longer the spells last, the less of an issue it is. Such is the case for a lot of the spells cast upon objects or areas. However, a permanent Alarm could be very powerful for a secret base, and Prismatic Wall, Wall of Force, or Wall of Fire could be a very powerful defense. Similarly, a permanent Zone of Truth could be very powerful for an interrogation room. Even with the three Permanencies cap, this can be used in so many different, gamebreaking ways that it raises some serious concerns, at least for me.
TL;DR: Even with the limit to the number of Permanencies you can have, this spell raises some serious concerns, as it can allow you to basically get a bunch of very powerful abilities for free.
Hopefully this gets addressed. I hope I am wrong about the gamebreakingness of the spell spell- I love the idea, and I think it allows for some cool scenarios. However, it is currently very gamebreaking, at least in my opinion. --MarshDASavage (talk) 12:41, 19 March 2021 (MDT)
Balance Recommendation[edit]
First time using a discussion page, hopefully I don't mess anything up. But I had a few ideas.
If you wanted to make this more simple for requirements you could always make the caster level requirement in this case 11 + base spell level (caster level being full caster class level, wizard, cleric, warlock, etc not paladin, ranger, or other similar classes). In addition, I really think there should be a cost for this, such as base spell level times 10,000 gp in value of spell supplies plus base spell cost. This might seem high but it would also make Permanency something that a player aspires to more than plans to have. Limited only by gold and level of course adding a "These requirements can be changed to be more or less difficult at gm's discretion." Maybe in Eberon Permanency based darkvision is more common hence less expensive. But all of these are just suggestions I find interesting I didn't want to make some dramatic changes to the spell without putting this here for input. --If91100 (talk) 12:13, 19 July 2022 (EST)