Permanency Spells
The lords of the House of Stone delighted in making their domain as
strange and wonderful as possible. They would pay large sums of
money to a variety of mages willing to cast their spells to make
magic that would last forever. The results of this activity can be
found scattered throught the HOS. Below are the spells used to make
the effects found.
Additional Spells for Permancy (House Rules)
Contingency
Spell Description
Notes:
Dont forget that the wax stone the house is built from still
contains the magical aura of the elemental that it was made from
combined with the spell caset to turn it into stone. This makes all
of the walls and ceilings and other House stone glow so brightly
that it is an extremely uncomfortable thing for the characters to
do. It isn't impossible but it will never reveal anything and will
give the caster a nasty headeache.
- Roll 2 d12 for a random permanency in an area
- Alarm
- Animate
objects
- Dancing
lights
- Ghost
sound
- Gust
of wind
- Invisibility
- Mage’s
private sanctum
- Magic
mouth
- Prismatic
sphere
- Prismatic
wall
- Shrink
item
- Solid
fog
- Stinking
cloud
- Symbol
of fear
- Symbol
of insanity
- Symbol
of pain
- Symbol
of sleep
- Symbol
of stunning
- Symbol
of weakness
- Teleportation
circle
- Wall
of fire
- Wall
of force
- Web
Some of the items in the house act like magic items but are not
portable. These were mostly for the amusement of the hosts and may
or may not have useful, or harmful effects. As often as not the
effects are benign.
Throne of Chaos - Acts as a
Wand of Wonder affecting the person who sits in the chair. It will
work once per day. A volentary ST can be made at a DC18. The type of
save depends on the effect being saved against.
Wand of Wonder: The wand of wonder is a strange
and unpredictable device that will generate any number of strange
effects, randomly, each time it is used. The usual effects are shown
on the table below, but you may alter these for any or all of these
wands in your campaign as you see fit. Possible of the wand include:
D100 Roll Effect
01-10 Slow creature in the chair at for ten minutes
11-18 Deludes wielder for one round into believing the chair
functions as indicated by a second die roll
19-25 Gust of wind, double force of spell
26-30 Stinking cloud at 30-foot range. Roll 1d8 for direction from
the chair
31-33 Heavy rain falls for one round in 60-foot radius of around the
chair
34-36 Summon rhino (1-25), elephant (26-50), or mouse (51-00)
37-46 Lightning bolt strikes doing 4d8 of damage
47-49 Stream of 600 large butterflies pour forth and flutter around
for two rounds, blinding everyone (including wielder)
50-53 Enlarge sitter
54-58 Darkness in a 30-foot diameter hemisphere at 30 feet center
distance around the chair
59-62 The temprature in the room drops by 50deg
63-65 The temprature in the room gets hotter by 50deg.
66-69 Diminish sitter to 1/12 height
70-79 6d6 Fireball on sitter
80-84 Invisibility covers sitter for 1 hour
85-87 Leaves grow from target if within 60 feet of wand
88-90 10-40 gems of 1 gp base value down on the chair each causing
one point of damage to any creature in path -- roll 5d4 for number
of hits
91-97 Shimmering colors dance and play over a 40-by 30-foot area in
front of tyhe chair. All others in the room beside the on in the
chair areblinded for 1d6 rounds
98-00 Flesh to stone (or reverse if target is stone) on the sitter
Dust
of sneezing and choking - This powder covers the floor
of a room. Each person walking through will raise enough dust for
everyone in a 10' radius of the person moving to be required a ST VS
Fortitude at a DC22 or be affected. There is so much dust in this
room it will have the same effect for everyone who moves through the
room each time.
Pathfinder Permancy spells
Not used - Arcane
sight
Comprehend
languages and Tongues
- Located in the center of one of the tables in the war room. Around
the magical rune that is carved in the center of the wooden table
are the activation words:"The most important thing in communication
not speaking. It is to hear what isn't being said." Works on
everyone within 20' of the rune. Lasts for 2 minutes (12 rounds). ST
vollentary at Will DC20 stops both spells.
Darkvision,
Dancing
lights - A picure of a deep dark hole in stone. Not worked
like a well but round and twisting around like a snake before it
dissappears. Locking eyes with the picture activates the effect. The
activation is associated with a visual only illusion of dancing
lights that fly up out of the hole and in front of the one who was
looking. The dancing lights dissappear in 1 minute but during that
time the one effected is -2 to dexterity and Reflex saves. If the
save of DC 18 is made neither of the spells take effect.
Not Used - Detect
magic
Read
magic - A picture of an ancient wizard with thick glasses
looking intently, squinting at a tiny book with 5 dozen candles
blazing around him. If the words "Read Magic" are spoken within 5'
of the picture, the one who spoke will see the magical runes of the
spell displayed on the cover of the book. Any mage could also read
the words on the bock to activate this spell if they cast read
magic. Volentary ST VS Will will negate at a DC 18
See
invisibility - This picture displays a human, young, despotic
looking nobleman sitting at a beautiful table covered in fine china,
silver and food of the finest kind. He is just about to sip from a
golden chalace. Behind him creeps a mostly invisible tall, emasiated
elf with a dagger poised to stab him in the throat. The picture has
an iron emblem at the bottom that reads "Always look behind
you". Repeating these words activates the spell on the speaker. The
effect lasts an hour and will work once every 4 hours. Volentary ST
VS Will will negate at a DC 18
Enlarge
person - There is a 5'x5' square of marble on the floor of
this passage It is inscribed with the words "Big results require big ambitions" carved
deeply into the stone. Along with the inscription are the magical
runes that represents this spell. Stepping on this stone
will activate the spell. It will work on one person and lasts 1
hour. It will work once per 24 hours.
Magic
fang - This painting depicts a wolf's face with its mouth open
wide to bite. It's eyes are red and wild and feral. Inscribed on the
bottom of the frame are the words "Sometimes the bite is worse!"
Poorly concealed magic rune can be seen at the opening of the wolf's
throat. Anyone speaking the words on the frame get a volentary spell
against Reflex at a DC18.The Magic Fang spell will last for 1 hour.
Reduce
person - This picture depicts a hobbit with a sling confronted
by a stone giant. The perspective is wrong though. It is painted as
if from a hill looking down on the giant far away with the hobbit
appearing larger in the foreground. The plaque on this painting
reads "It's all in the perspective". If the word Perspective is
spoken within 20' of this picture everyone in that 20' area must
make a ST VS Fortitude.or be reduced as the spell.
Resistance
- A statue made of pure white marble is that of a beautiful joan of
arc type female holy warrior kneeling down with her sheld faceing
toward an evil statue. Touching this statue will grant the spells
effects for a hour. No ST.
Telepathic
bond - The statue is of a tree trunk carved in the shape of a
huge ring about 5' around like a giant wheel on it's side. It glows
gold in the dark. It has no markings other that a magical rune on
the underside. This spell has a volentary ST of wqill DC 18. The
effect will join together everyone who touches the ring in the same
round. The effect lasts for an hour.
Animate
Objects
School transmutation;
Level bard 6, cleric 6
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets one Small object per caster level; see text
Duration 1 round/level (Or permanent)
Saving Throw none;
Spell
Resistance no
You imbue inanimate objects with mobility and a semblance of life.
Each such animated object then immediately attacks whomever or
whatever you initially designate.
An animated object can be of any nonmagical material. You may
animate one Small or smaller object or a corresponding number of
larger objects as follows: A Medium object counts as two Small
or smaller objects, a Large object as four, a Huge object as
eight, a Gargantuan object as 16, and a Colossal object as 32.
You can change the designated target or targets as a move
action, as if directing an active spell.
This spell cannot affect objects carried or worn by a creature.
Animate objects can be made permanent with a permanency
spell.
Animated Object
The skeleton locked within rattles as this animated cage lurches
forward on chain legs in search of new prisoners.
Animated Object CR 3
XP 800
N Medium construct
Init +0; Senses darkvision 60 ft., low-light vision;
Perception
–5
DEFENSE
AC 14, touch 10, flat-footed 12 (+4 natural)
hp 36 (3d10+20)
Fort +1, Ref +1, Will –4
Defensive Abilities hardness 5 (or more); Immune construct
traits
OFFENSE
Speed 30 ft.
Melee slam +5 (1d6+3)
STATISTICS
Str 14, Dex 10, Con —, Int —, Wis
1, Cha 1
Base Atk +3; CMB +5; CMD 15
SQ construction points
ECOLOGY
Environment any
Organization solitary, pair, or group (3–12)
Treasure none
SPECIAL ABILITIES
Construction Points Animated objects have a number of
Construction Points (CP) used to purchase abilities and defenses in
addition to those presented above. A medium animated object has 2
CP; differently sized objects have CP totals as detailed on the size
chart on this page. If an animated object spends more CP than its
size category would allow, its CR increases by 1 (minimum of +1) for
every 2 additional CP spent.
Additional Attack (Ex, 1 CP): Gains an additional slam
attack.
Additional Movement (Ex, 1 CP): Gains a new mode of movement
(burrow, climb, fly [clumsy], or swim) at a speed equal to its base
speed.
Constrict (Ex, 1 CP): Gains constrict
with its slam attacks (the object must have grab before it can take
this ability).
Faster (Ex, 1 CP): One of the object's movement modes
increases by +10 ft.
Grab (Ex, 1 CP): Gains grab
special attack with slam attacks.
Metal (Ex, 2 CP): The object is made of common metal. Its
hardness increases to 10, and it gains a +2 increase to its natural
armor bonus. Mithral objects cost 4 CP, and gain hardness 15 plus a
+4 increase to natural armor. Adamantine objects cost 6 CP, gain
hardness 20, and receive a +6 increase to natural armor.
Stone (Ex, 1 CP): The object is made of stone or crystal. Its
hardness increases to 8 and it gains a +1 increase to its natural
armor bonus.
Trample
(Ex, 2 CP): The object gains the trample
special attack.
An animated object is not simply one monster, but a whole category.
The stats presented here are for a Medium animated object (with 2 CP
that have not been spent to gain additional abilities), but any
object can become animated, most commonly via the spell animate
objects. Permanent animated objects can be built using
the Craft
Construct feat. Unless an animated object uses a Construction
Point to be made of another material, all animated objects are made
of wood or material of equivalent hardness. Creating an animated
object of a different size than Medium can be done simply by
adjusting the object's size (and thus adjusting its Strength,
Dexterity, natural armor bonus, and size modifier to attack and AC
as detailed on page 296) and Hit Dice.
The mad cleric of the House named Ouptah Ga'lean prayed for and
received the ability to alter somewhat the effects of the Animate
Object spell. His new version of the spell is called "Benign Animate
Object". This is the same as the Animate object spell except that
the object can perform one action stated in less than 8 words. This
could include an attack as in "when opened, attack", but could also
be "Open when 'open me' is spoken". He used this version of
the spell to create strange objects for the pleasure of his
master. This can not be combined with other spells and can not
be specific to one persons use.
Size |
Sample Object |
HD |
CP |
CR |
Tiny |
- Candelabra
- Statuette
- Book
- Small Chest
- Lamp
- Whistle
|
1d10 |
1 |
1/2 |
Small |
- Chair
- Bed Table
- Small Rug
- Picture
- Stool
- Ottoman
|
2d10+10 |
1 |
2 |
Medium |
- Cage
- Headboard
- Wardrobe
- Dining Table
- Bar Stool
- Large Chest
|
3d10+20 |
2 |
3 |
Large |
- Statue
- Chest of Drawers
- Sofa
- Divan
- Stuffed Chair
- Bookcase
|
4d10+30 |
3 |
5 |
Huge |
Wagon
Horse Statue
Large Picture
Bed
Breakfront Cabinet
Large Carpet
|
7d10+40 |
4 |
7 |
Gargantuan |
Catapult
Fireplace
Parquet Floor
Wooden Ceiling
|
10d10+60 |
5 |
9 |
Colossal |
Not Used
|
13d10+80 |
6 |
11 |
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, you must be of a minimum caster level and
must expend a number of XP.
You can make the following spells permanent in regard to
yourself.
You cast the desired spell and then follow it with the permanency
spell. You cannot cast these spells on other creatures. This
application of permanency can be dispelled only by a caster of
higher level than you were when you cast the spell.
In addition to personal use, permanency can be used to make the
following spells permanent on yourself, another creature, or an
object (as appropriate).
Additionally, the following spells can be cast upon objects or
areas only and rendered permanent.
Spell |
Minimum
Caster Level |
XP Cost |
Alarm |
9th |
500 XP |
Animate objects |
14th |
3,000 XP |
Dancing lights |
9th |
500 XP |
Ghost sound |
9th |
500 XP |
Gust of wind |
11th |
1,500 XP |
Invisibility |
10th |
1,000 XP |
Mage’s private sanctum |
13th |
2,500 XP |
Magic mouth |
10th |
1,000 XP |
Phase door |
15th |
3,500 XP |
Prismatic sphere |
17th |
4,500 XP |
Prismatic wall |
16th |
4,000 XP |
Shrink item |
11th |
1,500 XP |
Solid fog |
12th |
2,000 XP |
Stinking cloud |
11th |
1,500 XP |
Symbol of death |
16th |
4,000 XP |
Symbol of fear |
14th |
3,000 XP |
Symbol of insanity |
16th |
4,000 XP |
Symbol of pain |
13th |
2,500 XP |
Symbol of persuasion |
14th |
3,000 XP |
Symbol of sleep |
16th |
4,000 XP |
Symbol of stunning |
15th |
3,500 XP |
Symbol of weakness |
15th |
3,500 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
you) are vulnerable to dispel magic as normal.
XP Cost: See tables above.
Illusion (Figment)
Level: Brd 6, Sor/Wiz 6 Effect: Figment that cannot extend
beyond a 20-ft. cube + one 10-ft. cube/level (S) Duration: Permanent (D)
This spell functions like silent
image, except that the figment includes visual, auditory,
olfactory, and thermal elements, and the spell is permanent. By
concentrating, you can move the image within the limits of the
range, but it is static while you are not concentrating.
Material Component: A bit of fleece plus powdered jade
worth 100 gp.
Illusion (Figment)
Level: Brd 5, Sor/Wiz 5 Duration: 1 min./level (D)
This spell functions like silent
image, except that the figment includes visual, auditory,
olfactory, and thermal components, and the figment follows a
script determined by you. The figment follows that script without
your having to concentrate on it. The illusion can include
intelligible speech if you wish.
Material Component: A bit of fleece and several grains of
sand.
GHOUL GLYPH
Necromancy
Level: Hunger 2, sorcerer/
wizard 2
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Object touched
Duration: Permanent until
discharged
Saving Throw: Fortitude partial
Spell Resistance: Yes
The faint, green glow of the glyph flares to life. A sickly green
light fi lls the room, illuminating the paralyzed forms of its
victims, and bringing with it the stench of death.
You inscribe a glyph, approximately 1 foot across, that paralyzes
any living creature of Large or smaller size that comes within 5
feet of the glyph. You can scribe the glyph to be visible as faintly
glowing lines, or invisible. You can inscribe a ghoul glyph on a
portable object, but if the object is moved more than 5 feet, the
glyph fades.
Conditions for triggering a ghoul glyph are stringent. It takes
effect on any creature except yourself that moves within 5 feet. It
affects invisible creatures normally but is not triggered by those
that travel past it ethereally. Only a single ghoul glyph can
be inscribed in a 5-foot square. Ghoul glyphs cannot be
affected or bypassed by such means as physical or magical probing,
though they can be dispelled. Mislead and nondetection can fool a
ghoul glyph. Read magic allows identifi cation of a ghoul glyph with
a successful DC 13 Spellcraft check, if the glyph is noticed before
it is activated. A rogue can use the Search skill to find a ghoul
glyph and Disable Device to thwart it. The DC in each case is 27.
Cackling Skull
School illusion (glamer); Level witch/Mage/Sorcerer 3
Casting
Casting Time 1 standard action
Components V, S
Effect
Range close (25 ft. + 5 ft./2 levels)
Targets one skull
Duration permanent until discharged
Saving Throw Will negates; Spell Resistance yes
Description
This spell functions as magic mouth,
except rather than creating an illusory mouth on any surface, it
affects a skull.
In addition, when the skull's magic is triggered, it releases wild
and unnerving cackles before speaking its message.
All creatures that can hear the cackles must save or become shaken
for 1d4 rounds.
Rune of Warding
School abjuration; Level sorcerer/wizard 3
Casting
Casting Time 1 hour
Components V, S, M (powdered adamantine, diamond, or mithral
worth 200 gp)
Effect
Range touch
Targets doorway or portal touched
Duration permanent until discharged
Saving Throw Reflex half; Spell Resistance no
(object) and yes (see text)
Description
You inscribe a series of runes upon the surface of a door or
around the border of an entryway. They function as a glyph
of warding (blast glyph), though unlike a glyph of
warding, these runes are always visible. The runes count
as a glyph of warding for the purpose of what spells can
defeat it, placing multiple glyphs in the same area, and so on.
Rest Eternal
School necromancy [curse];
Level cleric 4/oracle 4,
druid 5, witch 5
Casting
Casting Time 1 round
Components V, S, M/DF (ashes and a vial of holy or unholy
water)
Effect
Range touch
Targets one dead creature touched
Duration permanent
Saving Throw none;
Spell Resistance no
Description
You place a curse upon a dead creature that bars its spirit
from returning. Anyone casting a spell that would communicate
with the dead creature, return it to life, or turn it into an
undead creature must succeed on a caster level check with a DC
of 11 plus your caster level. Rest eternal cannot be
dispelled, but it can be negated with remove curse or
break enchantment.
Symbol of Sealing
School abjuration [force]; Level cleric 6/oracle 6,
sorcerer/wizard 6, witch 6
Casting
Casting Time 10 minutes
Components V, S, M (mercury and phosphorous, plus powdered
diamond and opal worth a total of 5,000 gp)
Effect
Range 0 ft.; see text
Effect one symbol
Duration permanent
Saving Throw none; Spell Resistance no
Description
This spell allows you to scribe a potent rune of power upon or
above a door or other opening measuring no more than 20 square
feet/level in size. When the casting is completed, the symbol
immediately triggers, glowing visibly and sealing the door or
opening with an invisible barrier of force equivalent to a wall
of force. Destroying the symbol ends the effect, though
destroying it once the symbol has been activated requires
destroying the wall of force first. Once triggered, the
wall remains for 10 minutes per caster level.
When scribing a symbol of sealing, you can specify a
password or phrase that allows a creature speaking it to bypass
the seal and pass through the opening. You can also attune any
number of creatures to the symbol of sealing, but doing
this extends the casting time as described under symbol of
death (Core Rulebook 355). However, the force wall
created by the symbol blocks attacks and line of effect even for
creatures that know the password or are attuned-the password
only prevents them from triggering the symbol, not from ignoring
its effects if triggered.
A disintegrate spell or similar effect can destroy the
wall of force created by the symbol if the caster makes a
caster level check against a DC of 11 + your caster level. A knock
spell has no effect on a symbol of sealing or its force
wall. A symbol of sealing cannot be dispelled, but
mage's disjunction automatically destroys it.