Permanency, 2nd Variant (5e Spell)
1st-level Enchantment (ritual) | |
Casting time: | 8 hours |
---|---|
Range: | Touch |
Components: | V,S |
Duration: | Permanent |
- Use an item of your choice as a catalyst and bind a spell to it for all eternity, causing its physical and magical properties to drastically change.
- When casting Permanency, you must sacrifice a [spell slot] for both Permanency and the spell you wish to enchant onto the item, for a total of two spell slots. You can only enchant the target item with a spell that you know or have seen before.
- When choosing a spell to bind to an item or piece of equipment, the level of spell cannot exceed the spell level of Permanency. For example: You could cast [Permanency at 3rd level] to enchant a staff with a [3rd level Fireball], but not a 4th level one. You can also enchant the target item with a cantrip, but Permanency still consumes a minimum 1st level spell slot to cast Permanency and another to instill the spell.
- If you have a written copy of the spell on hand, you can commit its effects to memory, allowing it to be used for enchanting, but doing so destroys it in the process (spell books simply lose the contents of the page you are trying to memorize).
- You can cast Permanency on a nonmagical item, thus making it magical. When attacking with enchanted weapons, they are treated as magical for the purpose of overcoming resistances and immunities. They gain a bonus to attack and damage rolls equal to half of your proficiency bonus, rounded down, while armor gains the same bonus to AC. Rings, cloaks, and items do not benefit from either additional bonus. An item created at the time will not increase in bonus with you, remaining fixed.
- Conditions For the Use of Item Charges:
If the the spell requires an attack roll or saving throw, or if the spell would drastically alter or affect an area or group of creatures (physically, magically, or by other means).
- Determining Charge Count:
The powerful item has a number of charges equal to half of your spellcasting modifier + your proficiency bonus, rounded up, at the time of enchanting. Meaning the maximum amount of charges do not increase over time. The item/piece of equipment's charges are regained at dawn. Additionally, you can't change the spell level of the item/piece of equipment once enchanted (hence the spell name).
- Unique Spell Activation:
Instantaneous spells or spells that target only a single creature, like Shield of Faith, become a constant effect once applied to an item. Also, you can set requirements for effects to activate. For example, you can enchant a shortsword with Light and make it activate automatically against hostile creatures. Alternatively, you could make the same shortsword cast Wrathful Smite or Chromatic Orb whenever you declare an attack, significantly increasing its damage.
- Break the game...?:
You can attempt to overcharge the target item/piece of equipment you are enchanting to grant it additional spells or effects, some of which may consume charges (be creative, but be reasonable, even if this spell isn't). Roll 1d20 gain a number of effects based on the result:
- 1-3: You must enchant the target item with an additional amount of spells or effects equal to half of your proficiency bonus, rounded up. All of them must be detrimental. Work with your DM to determine what they are.
- 4-10: You can enchant the target item with an additional amount of spells or effects equal to half of your proficiency bonus, rounded up. Half of them, rounded down, must be detrimental effects. Work with your DM to determine what they are.
- 11-17: You can enchant the target item with an additional amount of spells or effects equal to half of your proficiency bonus, rounded up. Work with your DM to determine what they are.
- 18-20: You can enchant the target item with an additional amount of spells or effects equal to your proficiency bonus. Work with your DM to determine what they are.
You can decide the name and appearance of an item or piece of equipment you enchant, if it has one. Otherwise, it will retain its mundane appearance. Equipment you enchant that you wish to wear must first be attuned to for 1 hour. You will know when someone attunes to something you enchanted, and what it was, but not their location. You can disenchant a magical item or piece of equipment that you created without destroying it, but any magical effects it had, curses included, are lost. You can only create one magical item/piece of equipment per day through the use of this spell. A magical item or piece of equipment's effects are suppressed for 8 hours when successfully subject to Dispel Magic, while within an Antimagic Field, or when subject to a similar effect.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can enchant the target with two spells. When you cast this spell at 9th level, you can enchant the target with three spells, and whenever you overcharge an enchantment, you may treat any roll lower than an 11 as an 11. You cannot enchant the target item/piece of equipment with the same spell more than once.
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