What additional spells would you allow to be used with Permanency?


Homebrew and House Rules


I've been looking at allowing additional spells to be used with permanency and I am wondering what additional spells other game masters and designers would allow (or not allow) to be used with Permanency.

What do you think?


Pretty good footwork, makes planning for entrenchments much easier, especially since in some cases, using magic to do the work would take significantly less time that using hirelings, especially in a high magic world.

I am trying to figure out what you would make Phase Door permanent for, however.


Kevin Reynolds wrote:

Pretty good footwork, makes planning for entrenchments much easier, especially since in some cases, using magic to do the work would take significantly less time that using hirelings, especially in a high magic world.

I am trying to figure out what you would make Phase Door permanent for, however.

You could make it for a secret passage or hidden way out of a keep or castle in times of war or siege that only the royal family could use or similar.


Angelic Aspect (all versions)
Aura Seeing
Blood Armor
Blood Scent
Blur
Detect Charm
Detect Undead
Elemental Speech
Endure Elements
Fiery Body
Fly
Geniekind
Greensight
Impart Mind
Invisibility Alarm
Keen Edge (can only be made permanent on a +1 or better weapon)
Mage Armor
Obscure Object
Reinforce Armaments
Returning Weapon (can only be made permanent on a +1 or better weapon)
Secure Shelter
Sentry Skull
Touch of the Sea
Transformation (not useful outside mythic games admittedly)
True Seeing
Unbreakable Construct
Wall of Lava
Wall of Light
Wall of Sound

I'm sure there's something obvious here that I'm missing, but I don't think I put anything broken down.


Spiritual Freedom. The permanency has to be dispelled to reestablish control.
All summoning spells. The summoned creature will keep following orders till they end, then go freejack.


kestral287 wrote:
I'm sure there's something obvious here that I'm missing, but I don't think I put anything broken down.

That's a very good list.

Aura Sight already states "Aura sight can be made permanent with a permanency spell by a caster of 11th level or higher at a cost of 7,500 gp." :)

My main character is so vain he doesn't want the glowing eyes. :lol:

Is seems like Blur would be annoying in non-combat situations. Imagine a waitress trying to hand you a cup of coffee. :D

For Elemental Speech, you would have to choose Air, Earth, Fire, or Water. But wait, isn't just making Comprehend Languages permanent easier?

I cannot imagine why Endure Elements hasn't been listed as a spell that works with Permanency since the beginning.

Fiery Body would force you to invest in asbestos sheets. ;)

Fly meets all the definable limitations, but still _feels_ overpowered to me. We already have Overland Flight at 1h/l though, so I'm not sure why it feels that way.

Geniekind is 1 round per level. No existing spells with effects shorter than 1 minute per level can be made permanent, so I am using that as a guideline and not allowing spells with effects shorter than 1 minute to be made permanent.

I would disallow Impart Mind, because there are already rules for permanent magic item creation.

Invisibility Alarm states "Invisibility alarm can be made permanent with a permanency spell by a caster of 9th level or higher at a cost of 2,500 gp." :)

I am not too comfortable with Keen Edge and Returning Weapon, as there are already rules for magic weapon creation and this might create conflicts.

Mage Armor feels too powerful, but it's only a 1st level spell and the duration of 1h/l shows that the designers don't believe it is too powerful. I'm conflicted.

For Reinforce Armaments, have you seen Masterwork Transformation? It does part of what Reinforce Armaments does and it's permanent.

I really like the idea of permanent Secure Shelter, but I don't think we'll be seeing a lot of 10,000gp cottages. :D

Sentry Skull has a duration of Permanent. :)

Touch of the Sea might make it pretty uncomfortable to adventure on land again. ;)

Transformation is 6th level and 1 round per level, so probably too powerful for Permanency.

True Seeing is mega-awesome... almost certainly too awesome. As a 6th level spell (for Wizards), the default cost for permanency would be 12,500 gp. But Truesight Googles are 184,800 gp -- and they take up an item slot. Plus, no 6th level spells are currently allowed to be used with the personal application of Permanency.

Unbreakable Construct is 1 round per level. Probably too powerful for permanency.

There are more wall spells from third-party publishers that could also be really cool in specific settings.

kestral287 wrote:
All summoning spells. The summoned creature will keep following orders till they end, then go freejack.

That sort of turns Summoning into Calling.


Aura Sight/Invisibility Alarm/Sentry Skull: My bad. Xp
Blur: It could be annoying, but that's for the player to solve.
Elemental Speech: I'd price is significantly cheaper than Comprehend Languages/Tongues
Fiery Body: It would, but it would also be hilarious. Again, a problem for the player to solve.
Fly: If it were up to me, its pricing fall under the category of "amusingly expensive". It's an option for high-level characters really.
Geniekind: The duration is short but, honestly the spell is... not great. Thematically cool, but screwed by the stat buffs not stacking with basically anything.
Impart Mind: I've yet to find the rules for actually creating intelligent items in-game. If they exist somewhere and I'm blind, ignore me.
Keen Edge/Returning Weapon: The fact that there are other rules is what makes me okay with it. I'd price it at slightly above adding the enhancement the old-fashioned way, due to being instant, but since it exists already that tells me it's probably not game-breaking.
Mage Armor: Since every mage ever is likely to eventually just keep a Mage Armor up for the course of the adventuring day, I figured I'd just cut out the middle man.
Reinforce Armaments: Masterwork Transformation does some of the same stuff but not all. Extra hardness is really really nice when you need it but not really game-breaking. Incidentally though, I'd be totally cool with Permanencied Masterwork Transformation.
Touch of the Sea: Actually has no negative repercussions to land-based stuff, beyond the fact that you might need custom-tailored boots and gloves. However, it does make it easier to participate in aquatic/semi-aquatic campaigns. A must for enterprising pirates.
Transformation: As with Geniekind, the baseline spell is honestly really, really bad. Personally I'd never even consider it outside of a Mythic game... and if I was GMing a Mythic game, I'd charge the hell out of you for it.
True Seeing: My going logic is that if it's fair to be made into a magic item, it's fair to be made into a slotless magic item, and thus is fair to be made into a Permanencied spell. Again though, I'd be charging the hell out of you for it.
Unbreakable Construct: Given how rare it is for a PC to have Constructs, I see this more as an NPC thing. Do we really expect our NPCs to fight fair? Xp

Really, I dislike the level- and duration- based limitations. There are some spells that fall within those limits that are really, really good-- you being leery of Fly is an excellent example. Infernal Healing is another one (duration 1 minute, 1st level spell. Its Greater version is a 4th level spell with the same duration).

Oh, I'd also add Strong Wings to the list, should you happen to actually have wings.


Intelligent item creation follows the normal magic item creation rules and the pricing listed here. It's pretty cool. I have designed a few items which I will post soon.

In addition to Masterwork Transformation, there is also the Hardening spell, which has a duration of permanent. :)


Calling? Where's that?


Nearly anything that doesn't have a duration of instantaneous.

Grand Lodge

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Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

The better the spell all the more reason for NOT including it.


That makes sense. But there are just so many that cry out for permanency, in particular the ones that can used to guard something or for traps...


Goth Guru wrote:
Calling? Where's that?

See: Planar Ally and Gate and also Binding Outsiders.


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LazarX wrote:
The better the spell all the more reason for NOT including it.

Or to price it accordingly.

The proper opportunity cost can put basically anything into perspective.


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kestral287 wrote:
LazarX wrote:
The better the spell all the more reason for NOT including it.

Or to price it accordingly.

The proper opportunity cost can put basically anything into perspective.

This. No matter what you make permanent it'll cost you. Plus you run the risk of having it dispelled and losing the value.

Permanency is useful, but it's not without risk.


...The problem I forsee with Gate is that infamous story about the guy who, with the help of a Time Stop and a couple scrolls, obliterated all psionics by opening a perma-Gate into the heart of the Negative Material Plane right in the middle of the Plane of Force.

And, theoretically, could have done the same to just about ''any'' plane.

Yowza.


I'd add Animal Aspect (probably not the Greater version). Its bonuses are nice but not even close to game breaking.


SpectralTimer wrote:

...The problem I forsee with Gate is that infamous story about the guy who, with the help of a Time Stop and a couple scrolls, obliterated all psionics by opening a perma-Gate into the heart of the Negative Material Plane right in the middle of the Plane of Force.

And, theoretically, could have done the same to just about ''any'' plane.

Yowza.

Read the gate spell. It said creatures could pass through the gates, not environment. The GM can claim "My interpretation is that only creatures that can fit through can use the gate." Future versions of Pathfinder should make this RAW.


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Ironwood, although, i wish they would just write this into the Ironwood spell description, with +5000 gp worth of rare hurbs or such.

Levitate or Fly = I want more Flying Castles, Islands, and building flying up in the skys, for a truely magicical (or high teck), world.


How To Fly
This large tome is 3 inches thick, 9 inches wide, and a foot tall. It contains the spells levitate and fly. It also tells how to change the spells so they affect unattended objects, 100 lbs per level, and apply permanency, 100 GP per lb. By casting the spells you can take control of the permanently cast spell on an object if the original caster is no longer present. All this and more is in this tome. This tome is also permanently levitated to act weightless. If you let it go it floats.
I also posted this in the random book topic.


Oliver McShade wrote:

Ironwood, although, i wish they would just write this into the Ironwood spell description, with +5000 gp worth of rare hurbs or such.

Levitate or Fly = I want more Flying Castles, Islands, and building flying up in the skys, for a truely magicical (or high teck), world.

There's a spell in pathfinder player companion: mythic origins called imbue with flight that does what you want and can be made permanent.

Mythic characters can also make levitate permanent.


Oliver McShade wrote:
Levitate or Fly = I want more Flying Castles, Islands, and building flying up in the skys, for a truely magicical (or high teck), world.

Relics and Rituals (3.0) had a ritual spell called "Raise Castle" that gave a castle the ability to levitate and fly 20 miles per day.


If you Animate a castle, you can use the construction points to let it fly. Not even expensive if you trade in the land speed. Think the one I put together (before the GM shot down what I lovingly called Operation Helicarrier) had a 60' fly speed alongside solid attacking options.

Sczarni

All of the "Aspect of the [animal]" spells would be interesting choices, especially for the ranger who spends more time in his favored terrain than he does interacting with people.


honestly...paragon surge, i would rather it be permanent than spammed over and over for unlimted spells known. besides its actually a cool thing for a half-elf to strive for.


These dozen spells seem like good additional uses of Permanency to allow in most campaigns:


Dimensional Lock.

I just want to make my home scry-and-fry-proof.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Kevin Reynolds wrote:

Pretty good footwork, makes planning for entrenchments much easier, especially since in some cases, using magic to do the work would take significantly less time that using hirelings, especially in a high magic world.

I am trying to figure out what you would make Phase Door permanent for, however.

You don't really want to. if you're looking for an escape passage, you want to use it when you need it, and then have it gone.

Dark Archive

kestral287 wrote:
If you Animate a castle, you can use the construction points to let it fly. Not even expensive if you trade in the land speed. Think the one I put together (before the GM shot down what I lovingly called Operation Helicarrier) had a 60' fly speed alongside solid attacking options.

I've done this with ships.


You could also limit permanency overuse by different limits.

For example, the spell is 8th level in my game, and people can use it for any spell in the game (just about, no list).

Oh, and:
= Any person can only have one permanent spell on them at once and items they carry count.
= Areas can't have overlapping permanency spells either.
= And a disjunction ends it for good.
= And spells are more expensive, as someone mentioned above.


pretty sure dispel ends it for good already.


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boring7 wrote:

Dimensional Lock.

I just want to make my home scry-and-fry-proof.

I've been focused on the personal uses of Permanency, but I agree completely.

How many adventure modules have we run where portions of the dungeon have permanent Dimensional Lock?

And yet... it's not listed as an option on the spell for players?

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