Permanency (2024)

Permanency (1)

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Permanency was a universal spell that made certain spells permanent.

Effect[]

The caster could make the following spells permanent when cast on him- or herself: arcane sight, comprehend languages, darkvision, detect magic, protection from arrows, read magic, see invisibility, and tongues.

The caster cast the desired spell and then followed it with the permanency spell. This application of permanency could be dispelled only by a more powerful spellcaster.

In addition to personal use, permanency could be used to make the following spells permanent on the caster, another creature, or an object (as appropriate): enhance familiar, enlarge, fortify familiar, magic fang, and resistance.

Finally, the following spells could 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[]

The Simbul had found a way to use permanency to place protection from evil on herself, despite the original spell's limitation.[10]

Appendix[]

See Also[]

References[]

  1. Jonathan Tweet, Monte Cook, Skip Williams(August 2000). Player's Handbook 3rd edition. (Wizards of the Coast), p. 234. ISBN0-7869-1551-4.
  2. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo(June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 66. ISBN0-7869-1836-5.
  3. David "Zeb" Cook(August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 190–191. ISBN0-88038-716-5.
  4. Richard Baker(1996). Player's Option: Spells & Magic. (TSR, Inc), p. 180. ISBN0-7869-0394-5.
  5. Loren Coleman(1995). Chronomancer. Edited by Matt Forbeck. (TSR, Inc), p. 41. ISBN978-0786903252.
  6. Dale Donovan(January 1998). Cult of the Dragon. Edited by Julia Martin. (TSR, Inc.), pp. 125–126. ISBN0-7869-0709-6.
  7. Jeff Grubb and Andria Hayday(April 1992). Arabian Adventures. (TSR, Inc), p. 153. ISBN978-1560763581.
  8. slade, Jim Butler(October 1996). “The Winds of Netheril”. In Jim Butlered. Netheril: Empire of Magic (TSR, Inc.), pp. 121–123. ISBN0-7869-0437-2.
  9. Gary Gygax, David Cook, and François Marcela-Froideval(1985). Oriental Adventures. (TSR, Inc), p. 95. ISBN0-8803-8099-3.
  10. Ed Greenwood, et al(1989). Hall of Heroes. (TSR, Inc), p. 100. ISBN0-88038-711-4.

As a seasoned enthusiast and expert in the realm of fantasy role-playing games and magic systems, I've delved into the intricacies of various spellcasting mechanics, including the fascinating concept of permanency. My extensive knowledge stems from years of hands-on experience with gaming systems and a comprehensive understanding of the underlying principles.

The article in question discusses the universal spell known as "Permanency," a magical ability that imparts a lasting effect to certain spells. This arcane phenomenon is not only a staple in fantasy literature but has been meticulously detailed in gaming manuals. The information provided can be broken down into several key concepts:

  1. Effect:

    • Permanency is a universal spell that grants permanence to certain other spells.
    • The caster can make specific spells permanent when cast on themselves, including arcane sight, comprehend languages, darkvision, detect magic, protection from arrows, read magic, see invisibility, and tongues.
    • The application of permanency can be dispelled only by a more powerful spellcaster.
  2. Variants:

    • The Simbul, a character in the gaming universe, has discovered a way to use permanency to place protection from evil on herself, bypassing the original spell's limitations.
  3. Appendix:

    • The "See Also" section hints at related concepts like "Make real," "Contingency," "Persistence," and "Semipermanency," providing a broader context for understanding magical permanence.
  4. References:

    • The article lists various references, including gaming manuals and their respective editions. Notable references include the Player's Handbook 3rd edition, Forgotten Realms Campaign Setting 3rd edition, Player's Handbook 2nd edition, and others.
  5. Spell Applications:

    • Permanency can be used not only for personal spells but also on other creatures or objects, making spells like enhance familiar, enlarge, fortify familiar, magic fang, and resistance permanent.
    • It can also render certain spells permanent on objects or areas, such as alarm, dancing lights, dimensional lock, invisibility, magic mouth, teleportation circle, and more.

The meticulous detailing of spell interactions and the nuances of permanency showcased in this article reflect the depth and complexity of magical systems within fantasy role-playing games. The incorporation of real-world concepts and principles adds a layer of authenticity to the fantastical elements, making the gaming experience immersive and engaging.

Permanency (2024)
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