House Rule: Permanency

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At a Glance

This is a house rule affecting the permanency spell in the Xaeyruudh campaign.


The Xaeyruudh Campaign

This is an idea I had tonight; it hasn’t been tested and I’m not going to insist on it. What permanency really needs is a system for determining which spells can be made permanent. Maybe I’ll get around to it eventually.

There are a couple of modifications/clarifications of this spell.

  • Minimum Caster Level
  • XP Cost
Minimum Caster Level (MCL)

In 3.5 (PH page 260) the MCL is equal to SL+8. So you need to be at least 9th level to make a 1st-level spell permanent, and at least 17th level to make a 9th-level spell permanent. The problem I have with this is that it makes things too easy. At 15th level, a wizard can create a prismatic wall that lasts 10 minutes per level… 2-and-a-half hours. However, he also knows how to make it permanent. It just seems to me that some extra study and experience should be necessary before one can arbitrarily make all of one’s spells permanent.

So, in the Xaeyruudh campaign, the MCL for making a spell permanent is equal to that spell’s MCL+4. In the case of prismatic wall, a wizard can make his prismatic wall permanent only after reaching level 19.

There’s a difference between casting spells on unoccupied space and casting spells on people. The MCL for making a spell permanent on yourself is equal to that spell’s MCL+6. For instance, wizard could make a globe of invulnerability permanent at level 17.

Finally, the MCL for making a spell permanent on someone else is equal to that spell’s MCL+8. A sorcerer can cast hold person at level 6… and make it permanent at level 14.

XP Cost

In all cases, the XP cost of making a spell permanent is based on that spell’s CL x SL x 100. For example, when a 5th level wizard casts water breathing, that spell can be rendered permanent by another wizard of at least 13th level, who will “pay” 1500 XP to do so.


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Tosvin

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At a Glance

A gelugon who guards the entrace to Gharreil. He serves Iyraclea, but his true loyalty lies with Auril.


Sources

Passing Mention

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Thurghom’s Isle

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At a Glance

An island in the Sea of Moving Ice; once, it was the end of a peninsula upon which the city of Karffbadh stood.

Now, the island holds a portal and a half-mad orc named Thurghom.


Sources

Primary Sources
  • Xaeyruudh — the name of this island is not official; I made it up, because I didn’t see an official name anywhere
Passing Mention

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Baghkom

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At a Glance

A dire polar bear who accompanies Thurghom.

Properly spelled Bahgkôm.


Sources

Passing Mention

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Thurghom

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At a Glance

An orc who guards the portal at the island which was once part of Karffbadh, in the Sea of Moving Ice. He is accompanied at all times by Bahgkôm.

He’s an orc druid.


Sources

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Satrap of the Moving Ice

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At a Glance

A title used by the lord of Karffbadh, who owed fealty to Jhothûn.


Sources

Passing Mention

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Satrap of the High Ice

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At a Glance

A title used by the lord of Choshein, who owed fealty to Jhothûn.


Sources

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Satrap of the Great Glacier

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At a Glance

A title used by the lord of Gharreil, who owed fealty to Jhothûn.


Sources

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The Red Worm

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At a Glance

A unique creature; half red dragon and half remorhaz. It lairs in the cavern that once housed the city of Choshein.


Sources

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The Prince of Jhothun

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At a Glance

The last full-time resident of Jhothûn.

He’s a qorrashi sorcerer.


Sources

Passing Mention

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.