3e SRD:Permanency
This material is published under the OGL 1.0a. |
Universal | |
Level: | Sor/Wiz 5 |
---|---|
Components: | V, S, XP |
Casting time: | 2 rounds |
Range: | See text |
Target: | 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:
Spell | Minimum 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):
Spell | Minimum 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:
Spell | Minimum 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.
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