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:
- Level 1: Comprehend Languages (2'000 GP), Detect Magic (10'000 GP), Mage Armor (2'000 GP)
- Level 2: Alter Self (6'000 GP), Darkvision (4'000 GP), See Invisibility (4'000 GP)
- Level 3: Tongues (8'000 GP)
The following spells may be cast on yourself, a creature, or an object (as appropriate):
- Level 1: Longstrider (10'000 GP)
- Level 2: Enhance Ability* (6'000 GP), Enlarge/Reduce (10'000 GP), Gentle Repose (8'000 GP), Arcanist's Magic Aura (4'000 GP)
- Level 5: Telepathic Bond (16'000 GP)
*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):
- Level 1: Alarm (1'000 GP), Illusory Script (1'000 GP)
- Level 2: Darkness (4'000 GP), Gust of Wind (4'000 GP), Magic Mouth (4'000 GP), Magic Weapon** (+1 for 2'000 GP, +2 for 20'000 GP), Web (4'000 GP)
- Level 3: Magic Circle (8'000 GP), Stinking Cloud (8'000 GP), Wall of Sand (6'000 GP), Wall of Water (6'000 GP), Wind Wall (6'000 GP)
- Level 4: Wall of Fire (16'000 GP)
- Level 5: Passwall (32'000 GP), Teleportation Circle (32'000 GP), Wall of Force*** (32'000 GP), Wall of Stone (32'000 GP)
**+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:
- Cantrips: Dancing Lights (1'000 GP), Minor Illusion (1'000 GP)
- Level 1: Unseen Servant (2'000 GP)
- Level 2: Rope Trick (8'000 GP)
- Level 4: Arcane Eye (16'000 GP), Private Sanctum (16' 000 GP)
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.
Previous Versions
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I'd like to recommend "Silence" as a spell! It could give stealth benefits or remove a set of armor's stealth penalty.
I do need to say, I like most of these, but Wall of Stone already becomes permanent after 10 minutes.
any chance of adding reanimation based spells to this? like reanimate dead,to make it so your zombies will always be loyal to you?
What about spells from other classes? Cleric has oodles and canoodles of good options, as does bard, and druid. What about illusory terrain? Major Image?
sad that my artificer wont ever be able to use this wonderful spell. (i miss 3.5) i guess ill have ttosettle for one of the other level 5 ones that arent as fleshed out. i will definately be saving this for if i have to i run my backup-wizard (in case of tpk)
After finding this spell in DnD 3.5 I was wondering if someone already created a good port for DnD 5e.
I have found your version worthy :D Good job
Personally I'd only have it able to affect areas and construction-type spells such as alarm, wall of force, ect, but I think that's maybe because I'm stingy with permanent character upgrades. either way it's an easy ruling to make. Good stuff and I appreciate the detail.
Seriously! Awesome work! Although I will say, more illusion spells would be nice. Such as Major Illusion.
Also Programs illusion would be super cool for a Las Vegas-like area! But that's 6th level. If you were to recommend a price value for it, what you'd you recommend?
Good looking spell so far. I would recommend that Mage Armor is temporarily suspended while wearing armor and cannot be dismissed as an action.
I never understood why this spell was not added to the PHB, it was a staple back in second edition.
can one use the permanency spell to make the 3rd level version of Fly permanent on oneself?
I really like this but Longstrider being 10k and enhance ability being 6k seems off... those should both be 10k or be reversed imo
Alternatively, your dm could let you enchant an object
This is so unbelievably cool.
how did you include hyperlinks to spells? Teach me this power!
Yea.. this is giving GMs a way to do that with rules.