D&D 5E Extending the 'cast it one year in succession and said effect is permanent until dispelled' Mechanic

Permanent Druid Grove would make a neat location for an encounter.

Somebody who wants to really hide away his treasure might perma-cast Guards and Wards to completely fill the building. With perma-Alarm on every door and every window. The arriving guards have an amulet or something so they don't get lost in the spell too.

And of course somebody with a wicked sense of humor carved "Abandon all hope, ye who enter here" on the entrance to the Tomb of Annihilation ... with perma-cast Explosive Runes (so they can blow up again when another PC tries to read the words) on the word 'hope'.
 

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Permanent Druid Grove would make a neat location for an encounter.

Somebody who wants to really hide away his treasure might perma-cast Guards and Wards to completely fill the building. With perma-Alarm on every door and every window. The arriving guards have an amulet or something so they don't get lost in the spell too.

And of course somebody with a wicked sense of humor carved "Abandon all hope, ye who enter here" on the entrance to the Tomb of Annihilation ... with perma-cast Explosive Runes (so they can blow up again when another PC tries to read the words) on the word 'hope'.

Yeah these kind of cases are the kind of cool mainly RP-oriented reasons I want to include a more expansive permanent-spell-list.
 


I'd tend to allow it only for spells which have a material component with a listed value which is consumed in the casting. That way there is a cost to the process other than time.
 

PCs generally do not stand around in one place long enough to cast a spell over and over for a year. Even if they do, some nefarious NPC will often disrupt what they are doing and send them off on a quest of one type or another. To that end, I handle this by making up rules to allow spellcasters to enchant a doorwall, wall, words, etc... as if making a magic item from the DMG using the DMG/Xanathaer's rules.
 

Permanent Druid Grove would make a neat location for an encounter.

Somebody who wants to really hide away his treasure might perma-cast Guards and Wards to completely fill the building. With perma-Alarm on every door and every window. The arriving guards have an amulet or something so they don't get lost in the spell too.

And of course somebody with a wicked sense of humor carved "Abandon all hope, ye who enter here" on the entrance to the Tomb of Annihilation ... with perma-cast Explosive Runes (so they can blow up again when another PC tries to read the words) on the word 'hope'.
I'm not sure if you were aware, but Guards and Wards already has that mechanic attached to it.

As an aside, I usually use the effects of Guards & Wards for an enchanted/haunted forest.
 

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