Results 1 to 16 of 16
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2013-02-02, 11:37 PM (ISO 8601)
- Join Date
- Sep 2012
- Location
- Olympus
Spells that should(n't) be eligible for Permanency
Which spells do you think should be eligible for Permanency that aren't?
Or which ones that are should not?
Personally, I think if Enlarge Person is eligible, then Righteous Might should be, too.
On the other hand, Telepathic Bond, not so much, why would I want anyone to be able to hear my thoughts forever?
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2013-02-02, 11:52 PM (ISO 8601)
- Join Date
- Jan 2013
Re: Spells that should(n't) be eligible for Permanency
I always thought Tongues was a silly one to be Permanency enabled. You almost never run into anything that doesn't speak common/undercommon anyway.
I felt it was weird that Magic Fang was Permanency-able, but not Magic Weapon. I know the reason why is because that would supposedly negate the need for any "Craft Magic Weapons" feat after all. But it's simple. And I'd still need that feat if I wanted to make my Keen Shocking Flaming Holy +5 Weapon or the like after all.
Just seems weird that if there's an Unarmed Fighter in the party I can just Magic Fang and Permanent it on him for an unending +X. But I need to waste a feat to be able to do that for an archer's bow.Currently sick as a dog and unable to focus properly. Will heal soon.
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2013-02-02, 11:52 PM (ISO 8601)
- Join Date
- Jan 2013
- Location
- New Jersey, USA
- Gender
Re: Spells that should(n't) be eligible for Permanency
I don't think that Enlarge Person should be eligible. It sounds incredibly exploitable, in regards to some physical builds. I'm mostly thinking about the Hulking Hurler, whose user could get an ally Sorcerer to cast Enlarge Person with Permanency to be eligible for the class.
Of course, this probably depends on what game we're talking about (I'm assuming DnD 3.X).
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2013-02-03, 11:00 AM (ISO 8601)
- Join Date
- Oct 2010
- Location
- Dallas, TX
- Gender
Re: Spells that should(n't) be eligible for Permanency
You're joking. You never go on political missions in other kingdoms, or sneak up the ogres who are talking to each other, or deal with people who speak to each other in their own language when they don't want you to know what they're saying?
In the games I play, Tongues is crucial. And Permanent Tongues would be an incredible asset for a thief or spy.
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2013-02-03, 11:32 AM (ISO 8601)
- Join Date
- Nov 2010
Re: Spells that should(n't) be eligible for Permanency
False. Telepathic Bond allows creatures to send communications, not to hear every thought from bonded creatures. It is a controlled channel, the only thoughts the others hear are those you send.
Interplanar Telepathic Bond should also be eligible. Similarly, all the "greater" versions of the spells listed in the Permanency table. The rest of the wall spells too. You really get the feeling the designers just sort of forgot about Permanency after the initial release.
Magnificent Mansion and Rope Trick ought to be eligible too. Who wouldn't want a magic hidey-hole?
Gate, for obvious reasons.
Greater Magic Weapon. Tradeoff between price and vulnerability to dispel.Last edited by Slipperychicken; 2013-02-03 at 11:33 AM.
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2013-02-03, 10:46 PM (ISO 8601)
- Join Date
- Oct 2012
- Gender
Re: Spells that should(n't) be eligible for Permanency
Permanencied Summons: Way to get a summoned monster to stick around for more than a few minutes.
Prince Fraternal of Pudding, Snuzzlepal, Feezy Squeez Lover, MP, Member of The Most Noble And Ancient Order Of St. George, King of Gae Parabolae.
Lego Ergo Sum
"Everyone's cute if you just look at them the right way"~Rebekah Patton Durham, Princess of Pudding.
"If they have stats, we can kill them... I'd like to point out that we also have stats..." ~ PhoenixGuard09.
Warhammer 40K: Where the faction that is a cross between the Inquisition and Space Nazis are the good guys.
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2013-02-03, 11:07 PM (ISO 8601)
- Join Date
- Dec 2010
Re: Spells that should(n't) be eligible for Permanency
Personally I'd rather just scrap Permanency and make individual spells with Permanent duration. I mean, we already have spells with a Permanent duration in the system, so a separate Permanency spell with a fixed spell list seems kind of silly (I guess its mostly that its fairer for Sorcerors who don't get to have that many spells).
If Permanency were a 'all spells that satisfy conditions X, Y, Z' then it'd make sense as a separate (but very broken/breakable) spell. But as is, it feels kind of redundant.
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2013-02-03, 11:26 PM (ISO 8601)
- Join Date
- Sep 2008
Re: Spells that should(n't) be eligible for Permanency
I don't see what that helps. Also, it hurts spontaneous casters more than it does anything.
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2013-02-03, 11:43 PM (ISO 8601)
- Join Date
- Jun 2011
- Gender
Re: Spells that should(n't) be eligible for Permanency
Projects: Homebrew, Gentlemen's Agreement, DMPCs, Forbidden Knowledge safety, and Top Ten Worst. Also, Quotes and RACSD are good.
Anyone knows blue is for sarcas'ing in · "Take 10 SAN damage from Dark Orchid" · Use of gray may indicate nitpicking · Green is sincerity
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2013-02-04, 04:39 AM (ISO 8601)
- Join Date
- Dec 2010
Re: Spells that should(n't) be eligible for Permanency
Simplicity of design basically. As it stands, Permanency is just sort of a highly limited poly-spell that makes some permanent magical effects. But if you want a permanent illusion there are other spells that do it. And if you want permanent polymorphing, there's PaO. And so on. So its just kind of incoherent.
The augmentation idea would both solve the incoherence and make it not hurt spontaneous casters.
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2013-02-04, 10:34 AM (ISO 8601)
- Join Date
- Oct 2010
- Location
- Dallas, TX
- Gender
Re: Spells that should(n't) be eligible for Permanency
At least in 2E, the crucial fact is that you can only have one Permanent spell on a character. This is not true of spells that are inherently Permanent.
So changing it to allow Permanent versions of other spells changes the rules, and removes a game-balancing feature.
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2013-02-04, 09:07 PM (ISO 8601)
- Join Date
- Jun 2011
- Gender
Re: Spells that should(n't) be eligible for Permanency
Projects: Homebrew, Gentlemen's Agreement, DMPCs, Forbidden Knowledge safety, and Top Ten Worst. Also, Quotes and RACSD are good.
Anyone knows blue is for sarcas'ing in · "Take 10 SAN damage from Dark Orchid" · Use of gray may indicate nitpicking · Green is sincerity
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2013-02-05, 12:51 PM (ISO 8601)
- Join Date
- Feb 2011
Re: Spells that should(n't) be eligible for Permanency
Bull's Strength, Bear's Endurance, Cat's Grace, etc. Yeah, they should not be made permanent.
Instant Summons could be. You are always able to call for the item when you need it.
The individual Vigor spells. Powerful, but ok. You're giving someone regeneration. Maybe house rule as a result fire and acid damage cannot be healed this way, but nevertheless if the creature is killed outright it remains dead. The creature is not immortal.
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2013-02-05, 04:21 PM (ISO 8601)
- Join Date
- Jan 2012
Re: Spells that should(n't) be eligible for Permanency
I personally think Speak With Dead should be usable with Permanency because I WILL bring Murray the Skull into my campaign, damn the consequences.
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2013-02-05, 05:18 PM (ISO 8601)
- Join Date
- Sep 2008
Re: Spells that should(n't) be eligible for Permanency
Last edited by Ravens_cry; 2013-02-05 at 05:19 PM.
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2013-02-06, 06:19 PM (ISO 8601)
- Join Date
- Jan 2013