Permanency was a universal spell that made the effects of specific other spells permanent.[2]
Effect[]
To achieve this, the caster simply cast the chosen spell and then cast the permanency spell immediately after. Moreover, the permanency only functioned for specific spells and the caster needed to have achieved a specific level of power with them. Casting permanency was personally taxing, permanently sapping the caster's energy and experiences.[2]
First, the caster could make these spells permanent when cast on him- or herself: arcane sight, comprehend languages, darkvision, detect magic, read magic, see invisibility, and tongues. These permanent spells could be dispelled, but only by a more powerful spellcaster (compared to the caster at the time of casting permanency).[2]
Second, the caster could make permanent on themself, a different creature, or an item the following spells, according to their function: enlarge person, magic fang, greater magic fang, Rary's telepathic bond (only two creatures at a time), reduce person, and resistance. These could be dispelled as normal.[2]
Finally, these spells that applied to items or areas could also be made permanent: alarm, animate objects, dancing lights, ghost sound, gust of wind, invisibility, magic mouth, Mordenkainen's private sanctum, phase door, prismatic sphere, prismatic wall, shrink item, solid fog, stinking cloud, symbol of death, symbol of fear, symbol of insanity, symbol of pain, symbol of persuasion, symbol of sleep, symbol of stunning, symbol of weakness, teleportation circle, wall of fire, wall of force, and web. These could be dispelled as normal.[2]
It was possible to find other spells that could be made permanent, though the research was as time-consuming and costly as inventing the spell itself.[2]
History[]
The Simbul had found a way to use permanency to place protection from evil on herself, despite the original spell's limitation.[11]
Appendix[]
See Also[]
References[]
- ↑ Jonathan Tweet, Monte Cook, Skip Williams (August 2000). Player's Handbook 3rd edition. (Wizards of the Coast), p. 234. ISBN 0-7869-1551-4.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), pp. 194, 259–260. ISBN 0-7869-2886-7.
- ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 66. ISBN 0-7869-1836-5.
- ↑ David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 190–191. ISBN 0-88038-716-5.
- ↑ Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 180. ISBN 0-7869-0394-5.
- ↑ Loren Coleman (1995). Chronomancer. Edited by Matt Forbeck. (TSR, Inc), p. 41. ISBN 978-0786903252.
- ↑ Dale Donovan (January 1998). Cult of the Dragon. Edited by Julia Martin. (TSR, Inc.), pp. 125–126. ISBN 0-7869-0709-6.
- ↑ Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 153. ISBN 978-1560763581.
- ↑ slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 121–123. ISBN 0-7869-0437-2.
- ↑ Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 95. ISBN 0-8803-8099-3.
- ↑ Ed Greenwood, et al (1989). Hall of Heroes. (TSR, Inc), p. 100. ISBN 0-88038-711-4.