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Permanent Protection from Arrows

Tom Cashel

First Post
I know this has been discussed...anybody remember what the consensus view was? Or care to comment again?

When you make Protection from Arrows permanent, what happens to the clause about protecting against a maximum of 100hp damage before being discharged?

My concern is that making this spell permanent also makes it better than the impermanent version.

Or is the permanent version discharged once the 100hp are used up? Not very "permanent," that.

Or do you just ignore the "discharged after 100 hp" clause, since it is now just plain permanent?

And people have the nerve to say there's no need for a Revision.... :rolleyes:
 

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For reference and clarity


Permanency

Universal
Level: Sor/Wiz 5
Components: V, S, XP
Casting Time: 2 rounds
Range: See text
Target, Effect, or Area: See text
Duration: Permanent (see text)
Saving Throw: None
Spell Resistance: No

This spell makes certain other spells permanent. Depending on the spell, the character must be at least a minimum level and must expend a number of XP.

The character can make these spells permanent in regard to his or her self:

Minimum
Spell Level XP Cost
----- ------- -------
Comprehend languages 9th 500 XP
Darkvision 10th 1,000 XP
Detect magic 9th 500 XP
Protection from arrows 11th 1,500 XP
Read magic 9th 500 XP
See invisibility 10th 1,000 XP
Tongues 11th 1,500 XP
The character casts the desired spell and then follows it with the permanency spell. The character cannot cast these spells on other creatures. This application of permanency can be dispelled only by a caster of greater level than the character was when the character cast the spell.

In addition to personal use, permanency can be used to make the following spells permanent on him or herself, another creature, or an object (as appropriate):

Minimum
Spell Level XP Cost
----- ------- -------
Enlarge 9th 500 XP
Magic Fang 9th 500 XP
Resistance 9th 250 XP
Additionally, the following spells can be cast upon objects or areas only and rendered permanent:

Minimum
Spell Level XP Cost
----- ------- -------
Alarm 9th 500 XP
Dancing lights 9th 500 XP
Ghost sound 9th 500 XP
Gust of wind 11th 1,500 XP
Invisibility 10th 1,000 XP
Magic mouth 10th 1,000 XP
Phase door 15th 3,500 XP
Prismatic sphere 17th 4,500 XP
Shrink item 11th 1,500 XP
Solid fog 12th 2,000 XP
Stinking cloud 11th 1,500 XP
Symbol 16th 4,000 XP
Teleportation circle 17th 4,500 XP
Wall of fire 12th 2,000 XP
Wall of force 13th 2,500 XP
Web 10th 1,000 XP
Spells cast on other creatures, objects, or locations (not on the character) are vulnerable to dispel magic as normal.

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 character never learns what is possible except by the success or failure of the character's research.

Protection from Arrows

Abjuration
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/+1 against ranged weapons. It ignores the first 10 points of damage each time it takes damage from a ranged weapon, though a weapon with a +1 enhancement bonus or any magical attack bypasses the reduction. The damage reduction increases with the caster level to 10/+2 at 5th, 10/+3 at 10th, 10/+4 at 15th, and 10/+5 at 20th. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.
 
Last edited:

Tom Cashel said:
Or do you just ignore the "discharged after 100 hp" clause, since it is now just plain permanent?

i would go with this phrase as the permanency spell makes the protection from arrows permanent and therefore the discharge can be ignored
 

I rule that the discharge limit is per day. It resets every midnight, unless the caster chose another time when he originally cast it.
 

I checked the FAQ real quick and could not find anything useful on this topic. We've HR'd so that the wizard keeps track of how many points of damage the spell has absorbed. Once all the points are used up, the spell expires and you would need a new Permanent casting. I figured this was acceptable because Permanency spells can actually be dispelled. To be honest, my DM never shoots at me with arrows cause in his heart he knows it won't do him any good. I'm not sure this will ever go away. :D
 

Well, considering its exp cost (1,500) we can assume its roughly 500 exp/level of spell for that grouping. Now, I think an important factor is the fact that the original spell only lasts 10min/level. Which means almost 3 hours if you are 20th level, or "short" duration for a buff.

Next consider the power, day and night you have a rather high DR to arrows. I would definitely rule that once your protection has sustained 100pts of damage the spell fades away. If you dont get hit by arrows very much, it may last years. Seems like a good thing to throw on a villain, one less spell he'll have to worry about casting before a fight.

Think about this. If your dm allowed you to cast permanency on a Stone Skin spell, would you do it? Pretty good DR, same duration as prot from arrows. Both would save you a potential spell slot every day (and in stoneskins case, the material component). I can see many benefits of doing it, and I can easily see the broken-ness of letting these spells last longer than they say they do. Nothing in permanency indicates it extends spells beyond what they give in the description, except for an unlimited duration. Seems like an easy choice, it goes away.

Technik
 


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