This article or section includes a list of references or external links, but its sources remain unclear because it lacks in-text citations. You can improve this article by introducing more precise citations. |
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[]
- Jonathan Tweet, Monte Cook, Skip Williams (August 2000). Player's Handbook 3rd edition. (Wizards of the Coast). ISBN 0-7869-1551-4.
- ↑ Jonathan Tweet, Monte Cook, Skip Williams (August 2000). Player's Handbook 3rd edition. (Wizards of the Coast), p. 234. ISBN 0-7869-1551-4.
- ↑ 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.