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Magic items in AD&D, making them and getting them.
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<blockquote data-quote="Insanefury" data-source="post: 7945317" data-attributes="member: 7021792"><p>I've been getting back into 2e after years of not playing (and after finding a bunch of books in storage) and just stumbled across this thread. There's something that I'd like to point out that should alleviate some of the problem with creating permanent magic items in AD&D 2nd Edition. </p><p></p><p>Here's how the <em>Permanency</em> spell reads in the PHB:</p><p></p><p>"This spell affects the duration of certain other spells, making the duration permanent. The personal spells upon which a permanency is known to be effective are as follows:</p><p></p><p><em>comprehend languages</em></p><p><em>detect evil</em></p><p><em>detect invisibility</em></p><p><em>detect magic</em></p><p><em>infravision</em></p><p><em>protection from cantrips</em></p><p><em>protection from evil</em></p><p><em>protection from normal missiles</em></p><p><em>reed magic</em></p><p><em>tongues</em></p><p><em>unseen servant</em></p><p></p><p>The wizard casts the desired spell and then follows with the <em>permanency </em>spell. Each <em>permanency </em>spell lowers the wizard's Constitution by 1 point. The wizard cannot cast these spells upon other creatures. This application of permanency can be dispelled only by a wizard of greater level than the spellcaster was when he cast the spell.</p><p></p><p>In addition to personal use, the <em>permanency </em>spell can be used to make the following object/creature or area-effect spells permanent:</p><p></p><p><em>enlarge</em></p><p><em>fear</em></p><p><em>gust of wind</em></p><p><em>invisibility</em></p><p><em>magic mouth</em></p><p><em>prismatic sphere</em></p><p><em>stinking cloud</em></p><p>wall of fire</p><p>wall of force</p><p>web</p><p></p><p>Additionally, the following spells can be cast upon objects or areas as only and rendered permanent:</p><p></p><p><em>alarm</em></p><p><em>audible glamour</em></p><p><em>dancing lights</em></p><p><em>solid fog</em></p><p><em>wall of fire</em></p><p><em>distant distortion</em></p><p><em>teleport</em></p><p></p><p>These applications to other spells allow it to be cast simultaneously with any of the Iatter when no living creature is the target, but the entire spell complex then can be dispelled normally, and thus negated.</p><p></p><p>The <em>permanency </em>spell is also used in the fabrication of magical items (see the 6th level <em>enchant an item</em> spell). At the DM's option, <em>permanency </em>might become unsalable or fail after a long period, at least 1,000 years. Unstable effects might operate intermittently or fail altogether. The DM may allow other selected spells to be made permanent. Researching this possible application of a spell costs as much time and money as independently researching the selected spell. If the DM has already determined that the application is not possible, the research automatically fails. Note that the wizard never learns what is possible, except by the success or failure of his research."</p><p></p><p>From <em>enchant an item</em> spell: "No magic placed on an item is permanent unless a permanency spell is used as a finishing touch. This always runs a 5% risk of draining 1 point of Constitution from the wizard casting the spell."</p><p></p><p>I'll admit that, at times, the books written back then weren't very clear and I think this is one of those instances. If you look at how the description is broken up, it's in parts; making personal spells permanent (i.e., spells cast on the caster themselves), making spells cast on objects/creatures or area-effect spells permanent, and creating permanent magic items. </p><p></p><p>When <em>permanency </em>is cast on the caster will the caster receive a permanent -1 to CON. Additionally, when <em>permanency </em>is used to create permanent magic items, there is a 5% chance the caster loses 1 CON. When <em>permanency</em> is cast on creatures or areas, there is no CON penalty. <em> </em></p><p><em></em></p><p><em>Thanks to </em><strong>[USER=6795016]Legatus_Legionis[/USER]</strong><em> for the correction. </em></p></blockquote><p></p>
[QUOTE="Insanefury, post: 7945317, member: 7021792"] I've been getting back into 2e after years of not playing (and after finding a bunch of books in storage) and just stumbled across this thread. There's something that I'd like to point out that should alleviate some of the problem with creating permanent magic items in AD&D 2nd Edition. Here's how the [I]Permanency[/I] spell reads in the PHB: "This spell affects the duration of certain other spells, making the duration permanent. The personal spells upon which a permanency is known to be effective are as follows: [I]comprehend languages detect evil detect invisibility detect magic infravision protection from cantrips protection from evil protection from normal missiles reed magic tongues unseen servant[/I] The wizard casts the desired spell and then follows with the [I]permanency [/I]spell. Each [I]permanency [/I]spell lowers the wizard's Constitution by 1 point. The wizard cannot cast these spells upon other creatures. This application of permanency can be dispelled only by a wizard of greater level than the spellcaster was when he cast the spell. In addition to personal use, the [I]permanency [/I]spell can be used to make the following object/creature or area-effect spells permanent: [I]enlarge fear gust of wind invisibility magic mouth prismatic sphere stinking cloud[/I] wall of fire wall of force web Additionally, the following spells can be cast upon objects or areas as only and rendered permanent: [I]alarm audible glamour dancing lights solid fog wall of fire distant distortion teleport[/I] These applications to other spells allow it to be cast simultaneously with any of the Iatter when no living creature is the target, but the entire spell complex then can be dispelled normally, and thus negated. The [I]permanency [/I]spell is also used in the fabrication of magical items (see the 6th level [I]enchant an item[/I] spell). At the DM's option, [I]permanency [/I]might become unsalable or fail after a long period, at least 1,000 years. Unstable effects might operate intermittently or fail altogether. The DM may allow other selected spells to be made permanent. Researching this possible application of a spell costs as much time and money as independently researching the selected spell. If the DM has already determined that the application is not possible, the research automatically fails. Note that the wizard never learns what is possible, except by the success or failure of his research." From [I]enchant an item[/I] spell: "No magic placed on an item is permanent unless a permanency spell is used as a finishing touch. This always runs a 5% risk of draining 1 point of Constitution from the wizard casting the spell." I'll admit that, at times, the books written back then weren't very clear and I think this is one of those instances. If you look at how the description is broken up, it's in parts; making personal spells permanent (i.e., spells cast on the caster themselves), making spells cast on objects/creatures or area-effect spells permanent, and creating permanent magic items. When [I]permanency [/I]is cast on the caster will the caster receive a permanent -1 to CON. Additionally, when [I]permanency [/I]is used to create permanent magic items, there is a 5% chance the caster loses 1 CON. When [I]permanency[/I] is cast on creatures or areas, there is no CON penalty. [I] Thanks to [/I][B][USER=6795016]Legatus_Legionis[/USER][/B][I] for the correction. [/I] [/QUOTE]
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