Pax: You wanted to know the problem: here are, clerics only, a short list:
*Not having to worry about concentrating on the detect spells is nice, and encroaches on Permency.
Irrelevant, because even POST-errata, it's persistent-able.
*Invisibility to undead for your entire party.
Are undead THAT frequent in your campaing?
*Protection spells: Do you have an alignment? then I am warded against you.
Gee, whiz. A 5th level spell slot, for a +2 deflection to AC (which won't stack with Shield of Faith, anyway), +2 resistance on saves (which probably is overlapping either anotehr spell, or, a cloak/vest of resistance -- this can only be cast by characetrs of 9th or higher level, after all!)
*Shield of faith gives a non-directional deflection bonus. Who needs a ring, when you have the spell?
It's easier to dispel a spell (or rather, SEVERAL spells) with a targetted dispel, than to realise they have a magic ring, and pick it out form the three (one magical, two nonmagical) th guy is wearing. Per hand.
I will grant you, it's a great use for Persistent Spell. So?
Shouldn't there be great uses for a feat that is the
second step in a feat chain?
*Magic Circle: any creature.
So? I dont' see this as a huge problem. Given this would occupy a 7th level slot, it's alrady going to last 130 minutes or more ... meaning, probably one casting owudl cover every expected encounter for the day, ANYway.
*Negative Energy Protection: makes vampires look a lot less scary.
Oh, no; now the PC has a roll to actually
gasp NOT get screwed with negative levels! BEsides which, the first thing the cleric is likely to do, is pop off one or two of these anyway, upon seeing a vampire!
Furthermore, if the energy drain ability is the ONLY thing making a vampire scary to 9th or higher level characters ... then you need to throw more than JUST a vampire at them. After all, the sample Vampire in the MM1, is only CR7. By the time the cleric can
cast a Persistent NEgative Energy Protection ... the Vampire is already a pushover.
From defenders of the faith:
Blessed Aim,
Well, since the cleric could
conceivable concentrate for 24 hours anyway ... *shrug* I fail to see the issue,
really.
Okay, so you can give someone (this'd be a 7th level spell remember) ... +13 to one attribute, for the whole day.
At the cost of -13 to BOTH Intelligence AND charisma! And if EITHER of those two attributes was below 16 ... you would have to either (a) give less of a boost, or (b) watch the spel fail anyway.
Say we go for a +6 bonus. Alright ... +6 Strength, -6 Int, -6 Cha. Strong, rude, and stupid ... for the day.
Costs a 7th level spell. Each day.
So, what's the problem with that?
So?
I am ignoring FR, which a lot of people use, and the Sorcerer/Wizard list. How much would items cost that do all of these things? On top of that, the cleric can get back his spell slot when it doesn't look like the ability is going to be useful any more.
Define "get his spell lsot back" -- the spell slot is consumed each day, and STAYS consumed until the cleric can next prepare spells.
And, for the record, I dislike the separate list of spells that can and can not be permancied. 3.5 should be fixing that, though.
There is no seperate list; there is the pre-approved list, and the "pay gold and ask your GM nicely" list ... which happens to be "everything else".
P.S. Pax - nitpick: If, by "Cause Feat" you mean Cause Fear, my PH has that as a close ranged spell, so no persistant either way.
True enough, I went through the list semi-at random, and forgot to check the range on that one.
Still -- I just don't see the problem. So what if a non-discharged touch spell is made persistent?