blargney the second
blargney the minute's son
I'm trying to figure out what a high-magic world would be like. Some spells that are essentially free to cast would tend to linger or even to accumulate - they are either permanent or instantaneous effects. Other spells tear those down. The whole thing becomes a bit more complex when you add in spells that cost something, such as permanency and crafting magic items.
I just ran through my PHB and noted all the spells with a duration of permanent or instantaneous that affect the environment in some way. (I made a separate list of spells that permanently affect people and creatures, that'll be a subject for another day!)
If these spells and effects accumulate, what would this world normally look like?
-blarg
Spells that alter the environment permanently
--
Arcane Lock
Arcane Mark
Continual Flame
Create Water
Disintegrate
Dispel Magic (Greater)
Earthquake
Erase
Explosive Runes
Fabricate
Fire Trap
Forbiddance
Glyph of Warding
Hallow
Illusory Wall
Mordenkainen's Disjunction
Magic Mouth
Move Earth
Permanency
Permanent Image
Phantom Trap
Polymorph Any Object
Programmed Image (once)
Refuge
Secret Page
Sepia Snake Sigil
Snare (once)
Soften Earth and Stone
Stone Shape
Stone to Flesh
Symbol of X
Transmute Metal to Wood
Transmute Mud to Rock
Transmute Rock to Mud
Unhallow
Wall of Iron
Wall of Stone
Warp Wood
Wood Shape
Spells that could be used to alter the environment:
--
Elemental Swarm
Planar Ally/Binding (Lesser, Greater)
Summon Monster/Nature's Ally
{Example: You could bring in earth elementals to do some serious landscaping, or fire elementals to level a forest, etc.}
Also: Magic Items
I just ran through my PHB and noted all the spells with a duration of permanent or instantaneous that affect the environment in some way. (I made a separate list of spells that permanently affect people and creatures, that'll be a subject for another day!)
If these spells and effects accumulate, what would this world normally look like?
-blarg
Spells that alter the environment permanently
--
Arcane Lock
Arcane Mark
Continual Flame
Create Water
Disintegrate
Dispel Magic (Greater)
Earthquake
Erase
Explosive Runes
Fabricate
Fire Trap
Forbiddance
Glyph of Warding
Hallow
Illusory Wall
Mordenkainen's Disjunction
Magic Mouth
Move Earth
Permanency
Permanent Image
Phantom Trap
Polymorph Any Object
Programmed Image (once)
Refuge
Secret Page
Sepia Snake Sigil
Snare (once)
Soften Earth and Stone
Stone Shape
Stone to Flesh
Symbol of X
Transmute Metal to Wood
Transmute Mud to Rock
Transmute Rock to Mud
Unhallow
Wall of Iron
Wall of Stone
Warp Wood
Wood Shape
Spells that could be used to alter the environment:
--
Elemental Swarm
Planar Ally/Binding (Lesser, Greater)
Summon Monster/Nature's Ally
{Example: You could bring in earth elementals to do some serious landscaping, or fire elementals to level a forest, etc.}
Also: Magic Items