Small piece of 5e Homebrew / patch (yes already)


4th Edition


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Overall, i am extremely Happy with the 5e rule-set, however the new magic rules Make a few things rather hard to pull off, so I've come up with the following patch:

Permanency
4th level Transmutation (all Spell-lists)
Casting time: 1 action
Material: V, S, M (a bit of gold dust, worth 10 GP)

Casting this spell creates a small false mind to concentration and maintain a spell you are currently concertinaing on. You no longer need to Concentrate on that spell, and it lasts for 1 Minuit after this spell is cast, regardless of the spells own maximum duration.

At Higher Levels: Casting permanency as a higher level spell allows the effect to last longer but also increases the material cost.

As a fifth level spell, Permanency extends a spell for one hour, and costs 50 GP

as a sixth level spell, Permanency extends a spell for 24 hours, and costs 500 GP

as a seventh level spell, Permanency extends a spell for a week and costs 2500 GP

as an eighth level spell, permanency extends a spell for a month, and costs 10000 GP

At the Ninth level, Permanency extends a spell forever, until it is dispelled and costs 100000 GP

Special: A caster may dispel his or her own permanency early at any time they are within 100 feet of the effect it is extending.

This allows for things like permanent transformations, and magical obstacles such as permanent walls of element in a spellcasters lair or continuous Illusions.and allows casters a bit more versatility if they are willing to pay for it, while being too expensive to become a default. The material costs are simply as an example, i will need a lot more playtime before i am able to judge a proper scaling for the cost.

So thoughts?


I was thinking of adding Phantasmal Force (the D&D Basic version instead of the 2e one, although the 2e one is better written if a tad bit verbose.)

-- I think you need to balance the gp more. 100,000 gp is a bit excessive.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
EltonJ wrote:

I was thinking of adding Phantasmal Force (the D&D Basic version instead of the 2e one, although the 2e one is better written if a tad bit verbose.)

-- I think you need to balance the gp more. 100,000 gp is a bit excessive.

I realize however for the time being i cant, i would need to look long and hard at loot tables, magic item costs, and similer things to get a good feel for what low, medium and high level money looks like. Because its entirely possible that a hundrad grand is beyond what a PC could ever have at once, even in high level, but its also possible that at level 20 thats a fairly minor expense, all things considered, i just dont know yet.


Part of the thing on concentration is to specifically prevent stacking of spells for lots of buffing. Is that something you specifically want to allow?

As for permanent effects based on location, I think a more elegant solution would be two-fold:

NPCs: Just have whatever permanent effects you choose. You're the DM designing the adventure, consider these like the legendary lair actions of some monsters, but for wizards they manifest as permanent spells.

PCs: Case by case basis. If the party wizard wants to create an illusion in a place, decide what kind of components they need, how much they cost, or how hard they are to get. For one, this leaves the possibility open much earlier (instead of just at very high levels) and also leaves it more flexible to the DM.

Also, for a spell called Permanency, most of it is pretty temporary as written.

If you just want to let casters have multiple buff spells going, why not make it a feat? Split Concentration. Maybe the DC to maintain spells goes up the more you have.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Irontruth wrote:

Part of the thing on concentration is to specifically prevent stacking of spells for lots of buffing. Is that something you specifically want to allow?

As for permanent effects based on location, I think a more elegant solution would be two-fold:

NPCs: Just have whatever permanent effects you choose. You're the DM designing the adventure, consider these like the legendary lair actions of some monsters, but for wizards they manifest as permanent spells.

PCs: Case by case basis. If the party wizard wants to create an illusion in a place, decide what kind of components they need, how much they cost, or how hard they are to get. For one, this leaves the possibility open much earlier (instead of just at very high levels) and also leaves it more flexible to the DM.

Also, for a spell called Permanency, most of it is pretty temporary as written.

If you just want to let casters have multiple buff spells going, why not make it a feat? Split Concentration. Maybe the DC to maintain spells goes up the more you have.

Im not too worried about buff stacking, buff spells as a whole have been toned down and many of them (advantage to attack or ac mods) dont stack to begin with. not to mention the resources required to stack more than two spells makes it probably not worth it. the sorts of situation im envisioning are more to sustain a buff (especialy things like spider climb or fly) when the caster needs to do something else.

Your solution works to be sure, and i considered it, i simply prefer a more... consistent solution.

another issue is that its hard to curse or geasse(Sp) players in this system, they can just kill the source or just wait out an effect. (similer reason to why i nerfed the healing rules pretty harshly in my games.)

As for the name, i simply used it because there is a pre-existing spell with that name, and roughly the same function.

Liberty's Edge

I agree that as long as the spells are not allowed to have a target of a person it would be a fine addition.


As for myself, I would houserule that all "concentration" spells, are required to do cencentration check if an other spell is cast, they perform a tedious action such as figthing, or taking damage. Also they will suffer a -2 penalty per spell maintained to their actions and checks i.e. -2 to AC, attack roll, +2 to DC they try to overcome, etc.

But as every houserules, this may be modified as it see more playtesting :)

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