Level
5th
Casting Time
1 Reaction *
Range/Area
Self
Components
V, S
Duration
Until Dispelled
School
Transmutation
Attack/Save
None
Damage/Effect

This spell makes certain other spells permanent, until dispelled. As a reaction to casting one of the spells listed below, you attempt to make it permanent. regardless of how the spell is cast (as a prepared spell [using a spell slot], by using a ritual, or via scroll) you must still expend all required components.

Permanency has a few special qualities that it bestows upon the spell it targets:

  • The spell's effects persist for as long as Permanency does. And so a spell effected by Permanency is not effected by Dispel Magic, instead, the opposing caster can attempt to dispel the Permanency associated with said spell, unless that Permanency is effecting a Wall of Force. (Furthermore, Permanency can be cast at higher levels to make the now-permanent spell harder to remove.)
  • The spell targeted by Permanency cannot be effected by Counterspell, instead, counterspelling Permanency cancels both spells.
  • The spell you cast Permanency on cannot affect more than one creature, even if the spell otherwise might be able to do so.
  • The same spell cannot be permanently applied to the same target multiple times, even if it has different effects (such as the Enhance Ability, or Hex spells).
  • You must be of a level to cast the desired spell, and must expend a number of XP dependant on the spell cast. However, you cannot cast this spell if doing so would cause you to lack the proper amount of experience for your current level. In addition, if a spell targeted by Permanency matches that of your Wizard School (if you have a Wizard Archetype), the Experience cost to cast it is halved.

These rules and bonuses are in place to prevent Permanency from becoming too overpowered, and to make it easier to understand.

You can make the following spells permanent when cast targeting yourself:
Permanency can be used to make the following spells permanent on yourself, a creature, or an object (as appropriate):
Additionally, the following spells can be cast upon objects or areas only and rendered permanent:
The following spells can have their effects made permanent:
Experience cost scaling, and reasons for exceptions (see Spoiler Below).

Paying Experience is meant to limit how often the player casts Permanency, due to it being an exceptionally powerful spell. Most spells listed here are augmentation, and are desired to remain as such, to prevent upsetting game balance (with things such as an infinitely charging Delayed Blast Fireball [which admittedly would be a fun and ridiculous solution endorsed by an Archwizard by the name of Megumin]).

The base cost for each tier, up to Level 5, is double the EXP cost of the previous tier. It goes as follows: Cantrip: 500EXP; Level 1: 1000EXP; Level 2: 2000EXP; Level 3: 4000EXP; Level 4: 8000EXP; Level 5: 16000EXP.

Exceptions:

  • Detect Magic is comparable to having 30 Passive Perception/Investigation, in that it makes you incredible at spotting danger or gauging risk-vs-reward (due to the longstanding bond between magic and danger in D&D). It is an incredible asset, and therefore valued as a high commodity in my eyes, hence why I value it as much as the ability to speak and understand every known (and unknown) language.
  • Longstrider because it increases a base stat (Speed) which can strongly benefit characters, or (if they're smart) their mounts.
  • Enhance Ability because it gives you advantage on all associated skill checks, and often another minor boost. And for clarification; NO you don't keep the temporary hitpoints permanently.
  • Enlarge/Reduce because it increases another base stat (Size) and directly effects things such as carry weight, damage, and weight.
  • Telepathic Aura because it permanently gives the players the ability to convey information without words, thus changing how the party approaches situations.
  • Alarm and Illusory Script are both half-priced due to their entirely specific utility-based purposes.
  • Magic Weapon because it makes those who spend 20 days crafting a 500gp +1 Longsword look like a chump (despite theirs not being able to be disenchanted by a smart wizard).
  • Wall of Sand, Wall of Water, and Wind Wall are all 25% off due to their specific nature(s) as debuff based walls with minor utility.
  • Teleportation Circle due to it having the same effect as casting it for 360 days (a Faerunian year). (Did you know? This spell is also the reason I was spurred to make Permanency for 5e.)

The DM may allow other selected spells to be made permanent (see Spoiler Below).

Be warned that introducing this spell to your casters can and will make them level slower than the remainder of the party, which in some cases can be rather difficult and annoying. Nonetheless, I feel this spell is worthwhile, and deserves a place in at least a few wizards spellbooks, be it to build a fortress, or become an Archmage.

Some spells that might deserve to be on this list (but aren't for various reasons) are simply swept aside due to uncertainty over whether or not they'd give the player characters too much power over various aspects of play. After all, isn't half of D&D tagging along for random hijinks and flying by the seat of your pants through something dangerous like Strahd's Domain or the Underdark?

Nonetheless, the most honourable mentions here would be Mordenkainen's Magnificent Mansion (estimated 74'000EXP), and Rope Trick (estimated 3000EXP), which are two truly amazing spells. The Mansion presents no problems, other than it's absurd EXP cost, thus implementing it would be fine; It could be an adventure in and of itself to give the wizard enough Experience to cast such an amazing spell, perhaps even convincing him to forgo level 18/19 to be able to make it happen. And Rope Trick was just a bit dodgy for my play testing, as the wizard I had just used it as a hidden cove in an adventure with a mostly static location, which is more suited for a thief.

* - when you cast a listed spell

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Jillster4