Permanency

Schools: Universal
Level: Sor/Wiz 5
Components: V, S, XP
Casting Time: 2 rounds
Range: See text
Target, Effect, or Area: See text
Duration: Permanent (see text)
Saving Throw: None
Spell Resistance: No

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.