Name | Permanency |
---|---|
Subschool | |
Descriptors | |
Level | Sor/Wiz 5 |
Components | V, S, XP |
CastingTime | 2 rounds |
Range | See text |
Target | See text |
Effect | |
Area | |
Duration | Permanent (see text) |
SavingThrow | None |
SpellResistance | No |
Description | 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. |
BaseSpell | |
XPCost | |
Focus | |
MaterialComponents | |
Blurb | Makes certain spells permanent; costs XP. |
id | 343 |
School | Universal |