Spells (3e)

NamePermanency
Subschool
Descriptors
LevelSor/Wiz 5
ComponentsV, S, XP
CastingTime2 rounds
RangeSee text
TargetSee text
Effect
Area
DurationPermanent (see text)
SavingThrowNone
SpellResistanceNo
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
BlurbMakes certain spells permanent; costs XP.
id343
SchoolUniversal