Permanency
Permanency is a Lost Spell, but still used. Long ago the way to using this as a normal spell was lost, but for some time there has been a Guild still using this spell. They offer their services to those willing to pay and are almost exclusively hired through the Port Authority.
Unknown to almost all, this spell is very difficult to learn. Only those who dedicate themselves can cast this spell as there is a very difficult ritual for one to be granted the ability of this spell. Those who know this, are generally of the opinion that it utilizes either an old thread of the original Weave or a dark variation of it. Either way even when they do learn the spell and survive that process they must constantly go through a similar ritual to retain the ability. And every casting will cause them exhaustion, so they tend to charge for potions to remove the exhaustion. There is no one outside of the guild believed to have access to this spell in any form, and they protect this very ferociously.
Need to organize:
Permanency EDIT Permanency 3rd Edition Statistics School Universal Level Sorcerer 5 Wizard 5 Time 5 2nd Edition Statistics School Alteration, Universal Incantation (Metamagic), Chronomancy, Inventive, Mentalism, Variation Level Arcanist 8 Chronomancer 7 Wizard 8 1st Edition Statistics School Alteration Level Wu jen 8 Permanency was a universal spell that made the effects of specific other spells permanent. Effect To achieve this, the caster simply cast the chosen spell and then cast the permanency spell immediately after. Moreover, the permanency only functioned for specific spells and the caster needed to have achieved a specific level of power with them. Casting permanency was personally taxing, permanently sapping the caster's energy and experiences. First, the caster could make these spells permanent when cast on him- or herself: arcane sight, comprehend languages, darkvision, detect magic, read magic, see invisibility, and tongues. These permanent spells could be dispelled, but only by a more powerful spellcaster (compared to the caster at the time of casting permanency). Second, the caster could make permanent on themself, a different creature, or an item the following spells, according to their function: enlarge person, magic fang, greater magic fang, Rary's telepathic bond (only two creatures at a time), reduce person, and resistance. These could be dispelled as normal. Finally, these spells that applied to items or areas could also be made permanent: alarm, animate objects, dancing lights, ghost sound, gust of wind, invisibility, magic mouth, Mordenkainen's private sanctum, phase door, prismatic sphere, prismatic wall, shrink item, solid fog, stinking cloud, symbol of death, symbol of fear, symbol of insanity, symbol of pain, symbol of persuasion, symbol of sleep, symbol of stunning, symbol of weakness, teleportation circle, wall of fire, wall of force, and web. These could be dispelled as normal. It was possible to find other spells that could be made permanent, though the research was as time-consuming and costly as inventing the spell itself. History The Simbul had found a way to use permanency to place protection from evil on herself, despite the original spell's limitation. Appendix See Also Make real Contingency Persistence Semipermanency
Permanency EDIT Permanency 3rd Edition Statistics School Universal Level Sorcerer 5 Wizard 5 Time 5 2nd Edition Statistics School Alteration, Universal Incantation (Metamagic), Chronomancy, Inventive, Mentalism, Variation Level Arcanist 8 Chronomancer 7 Wizard 8 1st Edition Statistics School Alteration Level Wu jen 8 Permanency was a universal spell that made the effects of specific other spells permanent. Effect To achieve this, the caster simply cast the chosen spell and then cast the permanency spell immediately after. Moreover, the permanency only functioned for specific spells and the caster needed to have achieved a specific level of power with them. Casting permanency was personally taxing, permanently sapping the caster's energy and experiences. First, the caster could make these spells permanent when cast on him- or herself: arcane sight, comprehend languages, darkvision, detect magic, read magic, see invisibility, and tongues. These permanent spells could be dispelled, but only by a more powerful spellcaster (compared to the caster at the time of casting permanency). Second, the caster could make permanent on themself, a different creature, or an item the following spells, according to their function: enlarge person, magic fang, greater magic fang, Rary's telepathic bond (only two creatures at a time), reduce person, and resistance. These could be dispelled as normal. Finally, these spells that applied to items or areas could also be made permanent: alarm, animate objects, dancing lights, ghost sound, gust of wind, invisibility, magic mouth, Mordenkainen's private sanctum, phase door, prismatic sphere, prismatic wall, shrink item, solid fog, stinking cloud, symbol of death, symbol of fear, symbol of insanity, symbol of pain, symbol of persuasion, symbol of sleep, symbol of stunning, symbol of weakness, teleportation circle, wall of fire, wall of force, and web. These could be dispelled as normal. It was possible to find other spells that could be made permanent, though the research was as time-consuming and costly as inventing the spell itself. History The Simbul had found a way to use permanency to place protection from evil on herself, despite the original spell's limitation. Appendix See Also Make real Contingency Persistence Semipermanency