Level
7th
Casting Time
1 Hour *
Range/Area
Self
Components
V, S, M **
Duration
Until Dispelled
School
Transmutation
Attack/Save
None
Damage/Effect
Exhaustion

This spell makes certain other spells, of 5th Level or lower, last until Permanency is dispelled. As part of this spell, you must expend all resources required to cast the spell you intend to effect, as well as materials worth an amount dependant on the spell you're affecting (see below).

After casting Permanency, you immediately gain four levels of Exhaustion, and your spell-casting DC is reduced by 2 per level of exhaustion gained this way. The DC penalty lowers by 2 when a level of exhaustion is removed. This condition cannot be removed magically.

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 the spell.
  • Spells with the Concentration tag no longer require concentration.
  • 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.
  • Special: If a spell targeted by Permanency is of a Spell School that matches your Wizard School (if you have a Wizard Archetype), the material cost to cast Permanency is halved.

The following spells can only be cast targeting yourself:

The following spells may be cast on yourself, a creature, or an object (as appropriate):

*Specifically for Bear's Endurance, a Character can regain 2d6 temporary HP after each long rest.

The following spells can be cast upon areas or objects only (as appropriate):

**+3 is unavailable, as it would be a 6th Level spell.

***As Wall of Force is immune to Dispel Magic, so is Permanency when applied to it.

Permanency can also effect the following spells:


 

Gold cost scaling, and exceptions.

The base cost for each tier, up to Level 5, is double the Gold cost of the previous tier. It goes as follows: Cantrip: 1'000 GP; Level 1: 2'000 GP; Level 2: 4'000 GP; Level 3: 8000 GP; Level 4: 16'000 GP; Level 5: 32'000 GP.

Exceptions:
  • Alarm and Illusory Script are both half-priced due to their niche utility-based purposes.
  • Detect Magic is quintupled as it essentially gives a new ability to a base action (Search).
  • Enhance Ability is 50% more, as it gives you advantage on all associated Skill Checks, and often another buff.
  • Enlarge/Reduce is doubled because it increases a base stat (Size), and directly effects things such as carry weight, damage, and weight.
  • Longstrider is quintupled as it increases a base stat (Speed) which can strongly benefit characters, or their mounts.
  • Magic Weapon quadruples the maximum crafting price of the Magic Items of the associated rarity(s).
  • Teleportation Circle is doubled because it accelerates casting time from 360 days (a Faerunian year), down to 2 hours.
  • Wall of Sand, Wall of Water, and Wind Wall are all 25% off due to their specific nature(s) as debuff based walls with various utility

 Note to Dungeon Masters.

Be aware that permanency can alter/disrupt a campaign's entire direction, as the party instead buckles down to make a fortress, or chooses to lay siege to an enemy rather than go forth and knock down the door. Nonetheless, I feel this spell is a worthwhile addition to a Wizards' arsenal, and deserves a place in at least a few wizards spellbooks, be it to build a fortress, or become an all-knowing Archmage.

 

Some spells that might deserve to be on this list (but aren't for various reasons) are simply swept aside due to not fitting my vision of the spell, as I planned Permanency to fit (mostly) a Augmentation, Building, and Utility role. Furthermore, I discourage allowing spells of 6th level or higher from being made available for use with this enhancement (with the exception below), due to Augmentation and Utility spells becoming abruptly more powerful after 5th level.

 

Nonetheless, the most honourable mention for said excluded spells would be Magnificent Mansion the 7th Level spell, (estimated 125'000 GP) which is a truly amazing spell that creates a wonderful hideaway in an extra dimensional space. The Mansion presents no outward problems, as it may be completely impregnable, it is also completely immovable, thus implementing it would be fine; It could be an adventure in and of itself to give the wizard enough Gold to cast such an amazing spell.

* - when you cast a listed spell ** - (Special)

Previous Versions

Name Date Modified Views Adds Version Actions
4/18/2020 4:24:41 PM
621
13
0.1
Coming Soon

Spell Tags: Buff Utility

Available For: Sorcerer (Legacy) Wizard (Legacy)

Jillster4

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