Level
7th
Casting Time
1 Minute Ritual
Range/Area
Touch
Components
S, M *
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect

School: Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)

Self-Affecting Spells:
This spell affixes the effects of certain other spells in time, affecting the duration and essentially making their effect permanent. The types of self-affecting spells upon which a Permanent Magic is known to be effect are as follows: Comprehend Languages, Detect Good/Evil, Detect Invisibility, Detect Magic, Darkvision, Protection from Cantrips, Protection from Good/Evil, Protection from Normal Missiles, Tongues, Unseen Servant, as well as any others the DM sees fit to allow.

This spell is cast, taking about 1 minute to complete (10 minutes if cast as an unprepared ritual).  If another spell is active at time of completion, it may be targeted by the caster for making permanent with this spell.  If not, there is a brief window following the casting of this spell for the caster to cast another spell to be made permanent.  It is easiest for short-lived spells and long-casting time spells to pair with another spellcaster who can cast the target spell, so the casting times may be overlapped to allow for the effect to be active upon completion of Permanent Magic.

Cost: The caster casts the desired spell and then follows it with the Permanent Magic spell. Each time the caster casts this spell to make a magic effect permanent on themselves, their Constitution is permanently lowered by 1 point. The caster cannot make permanent the above spells for other persons, only for themselves. This application of Permanent Magic can only be dispelled by a spellcaster of greater level than the caster was at the time Permanent Magic was cast.

Creature-Affecting Spells:
Permanent Magic may also be used to make certain magical effects on other creatures permanent.  Spells such as: Enlarge, Shrink, Fear, Invisibility, Protection spells, Prismatic Sphere, Stinking Cloud, and others as allowed by the DM can be made permanent on a target creature.

Cost: Like with a self-affecting application, the caster may cast this spell with a 1 minute casting time (10 minutes if cast as an unprepared ritual).  Doing so will similarly drain 1 point of Constitution from the caster, as they use their own vitality to fuel the casting on the fly.  However, there is another way to cast this spell when targeting another creature.  If the target creature is willing (or mentally incapable of objecting), then the spell may be prepared and cast like it is on objects or locations (see below).  The caster may spend 1 week in preperation per spell level, and at least 10,000 gp in goods or coin are consumed.  Cantrips require 4 days and at least 5,000 gp.  This method may not be used by the caster on themselves, as the preparation work requires the caster to move and interact with magical energies that would spoil and invalidate the prep-work.

Other-Affecting Spells:
In addition to a self- and creature-affecting use, the Permanent Magic spell can be used to make the following object- and area-affecting spells permanent: Alarm, Audible Glamer, Dancing Lights, Distance Distortion, Enlarge, Gust of Wind, Invisibility, Magic Mouth, Prismatic Sphere, Solid Fog, Stinking Cloud, Teleport, Temporal WallWall of Fire, Wall of Force, Web, again plus or minus any the DM sees fit to allow.

For this final non-living application, the target spell and Permanent Magic may be cast simultaneously together by the caster alone, overlapping, but any spell or effect that causes casting failure during this process would cause both simultaneous spells to fail together.

Cost: Casting Permanent Magic for this purpose does not consume Constitution, but still exacts a steep price.  High quality goods or gold in values of at least 10,000 gp per spell level of the target magic effect to be made permanent are required for the casting, and consumed by it.  Cantrip effects targeted by Permanent Magic require no less than 5,000 gp.  Additionally, while the casting time for this spell remains 1 minute, this application requires a significant amount of prep time.  1 week per target spell level must be spent in preparation before casting the spell.  Cantrips require at least 4 days of preparation.

Magic Item Creation:
The Permanent Magic spell has also been rumored to have been used in the fabrication of certain old, powerful magic items. As the effect is not being made permanent on the caster themselves in these cases, Permanent Magic does not result in a loss of Constitution for the caster.  The cost required for this much more complex and advanced application of weaving magics into the essence of objects is sure to wildly vary for each specific application.  DMs should decide required time, cost, resources, and components for each proposed magic item a player wishes to create.

DM Notes:
At the DM's option, any application of Permanent Magic might become unstable or fail after very long periods of activity, such as having been in effect for at 1,000 years or more. Unstable effects might operate intermittently, might produce strange or unexpected side effects, or might simply fail altogether. The DM may determine that certain spells cannot be made permanent with this spell, or that custom variants of specific spells must first be researched before Permanent Magic can be used on them by a player. In the latter case, researching the special variant of a spell costs as much time and money as independently researching the original spell itself would. If the DM has already determined that the application is not possible, this research, if attempted, automatically fails. The caster should never learn what is possible except by the success or failure of their research.

A non-Chronomancy variant of this spell may have once existed, but it is currently believed to be lost lore.

* - (Blood and tissue inside the caster's body, which are consumed by the spell; or extremely valuable materials, see description)

Available For: Sorcerer (Legacy) Wizard (Legacy)

Lowraith

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