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RoboEmperor
2017-09-09, 01:29 AM
Ruling Question: Animate Objects
1. The Spell, you target objects and they all animate.
2. As a move action, you can de-animate the object and animate different objects as long as the total number of objects are within your limit.
3. If you permanency animate objects, is the single object animated permanently or can you permanently animate/de-animate objects as a move action?

Ways to get for free?
1. Wish abuse (Not allowed in my campaign obviously)
2. Runic Guardians (Allowed but requires massive downtime)
3. Dweomerkeeper (Not allowed)
4. Spell Turrets??? Can they cast permanency over and over again for free?

Any other ways?

Allanimal
2017-09-09, 03:17 AM
If you permanency animate objects, is the single object animated permanently or can you permanently animate/de-animate objects as a move action?



If this came up in a game where i was the DM, i would say no. Once you permanency the animated object(s), it (they) is (are) fixed.
I can see how others would rule the other way as the wording of permanency isn't clear.

Darth Ultron
2017-09-09, 04:29 PM
3. If you permanency animate objects, is the single object animated permanently or can you permanently animate/de-animate objects as a move action?


In general, if you Permanency a spell, the caster does not have direct real time control over the spell effect.

molten_dragon
2017-09-09, 05:19 PM
Any other ways?

Get to mythic tier 5, select a legendary Item, make it intelligent, pick the spellcasting ability, and choose Permanency as your SLA.

RoboEmperor
2017-09-09, 06:27 PM
Get to mythic tier 5, select a legendary Item, make it intelligent, pick the spellcasting ability, and choose Permanency as your SLA.

That's pathfinder right, this is 3.5 game. Afaik Dweomerkeeper and Runic Guardians are 3.5 exclusive so I didn't think I needed to specify that.

Rijan_Sai
2017-09-10, 02:31 AM
Additionally, the following spells can be cast upon objects or areas only and rendered permanent.

Animate objects (http://www.d20srd.org/srd/spells/animateObjects.htm) 14th 3,000 XP
As written, the permanency only applies to the object(s) it is cast upon; thus, only that object(s) is permanently animated. If Animate Objects was able to be Permanecy (http://www.d20srd.org/srd/spells/permanency.htm)'d on the caster, then it would allow you to switch objects "forever".

...er, as for the rest... no idea.

RoboEmperor
2017-09-10, 02:37 AM
As written, the permanency only applies to the object(s) it is cast upon; thus, only that object(s) is permanently animated. If Animate Objects was able to be Permanecy (http://www.d20srd.org/srd/spells/permanency.htm)'d on the caster, then it would allow you to switch objects "forever".

Thanks. This is solid reasoning.

GreatWyrmGold
2017-09-10, 07:41 AM
That's pathfinder right, this is 3.5 game. Afaik Dweomerkeeper and Runic Guardians are 3.5 exclusive so I didn't think I needed to specify that.
This (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/rune-guardian/) was the first thing that came up when I Googled "Runic Guardians".
Dweomerkeepers don't seem to be official Pathfinder content, though since they're Faeurn-specific, that's not too surprising.

unseenmage
2017-09-11, 01:49 AM
Do Spellstitched (MM2) undead have SLA high enough for Permanency?

A Spellclock (http://archive.wizards.com/default.asp?x=dnd/cw/20070312a) or resetting Magic Trap would also recast thd spell over and over.

Put it in a staff then use the staff recharge option (http://archive.wizards.com/default.asp?x=dnd/rg/20041130a) maybe?
"Dragon Magazine #338 has the Imbued Staff ACF (for wizards and sorcerers, replaces familiar) and Recharge Staff feat (expend 5 spell levels to increase charges on your imbued staff by 1, needs Craft Staff)."

If this was for PF their Animated Objects can just be created as actual Constructs, no Permenancy needed. AND a PF Construct's creator can natively power it down for repairs or whathaveyou.

RoboEmperor
2017-09-11, 03:52 AM
Do Spellstitched (MM2) undead have SLA high enough for Permanency?

A Spellclock (http://archive.wizards.com/default.asp?x=dnd/cw/20070312a) or resetting Magic Trap would also recast thd spell over and over.

Put it in a staff then use the staff recharge option (http://archive.wizards.com/default.asp?x=dnd/rg/20041130a) maybe?
"Dragon Magazine #338 has the Imbued Staff ACF (for wizards and sorcerers, replaces familiar) and Recharge Staff feat (expend 5 spell levels to increase charges on your imbued staff by 1, needs Craft Staff)."

If this was for PF their Animated Objects can just be created as actual Constructs, no Permenancy needed. AND a PF Construct's creator can natively power it down for repairs or whathaveyou.

Spellclock is web enhancement only right? So that's not allowed >.<

BUT

how about... SPELL TURRETS? Is there anything stopping them from casting Permanency and Animate Objects over and over? LOL! If not then I think I just discovered a way to make a construct factory at no operation cost!

edit: Limited to Huge or smaller animated objects because the turrets must have minimum CL of the spell.

unseenmage
2017-09-11, 08:28 AM
Spellclock is web enhancement only right? So that's not allowed >.<

BUT

how about... SPELL TURRETS? Is there anything stopping them from casting Permanency and Animate Objects over and over? LOL! If not then I think I just discovered a way to make a construct factory at no operation cost!

edit: Limited to Huge or smaller animated objects because the turrets must have minimum CL of the spell.

I did forget Spell Turrets but I was under the impression they weren't player accessible without homebrewing some prices...

Has been too long, I can't remember. And we just moved so all my books are boxed and buried in other boxes.

RoboEmperor
2017-09-11, 09:34 AM
I did forget Spell Turrets but I was under the impression they weren't player accessible without homebrewing some prices...

Has been too long, I can't remember. And we just moved so all my books are boxed and buried in other boxes.

Level 5 turret's prices are listed without homebrew. I'm pretty sure there's a general rule out there for adding component cost to trap prices.

RoboEmperor
2017-09-11, 12:59 PM
Crap, found the general rule. In stronghold builder's guide regarding trap making...

you add 5 x Xpcost to the trap making cost if it automatically resets. x 100 if it automatically resets.

so 5 x 3000 x 100 = 1,500,000gp for auto-reset permanency. Oh well.