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.

  1. Roll 2 d12 for a random permanency in an area
  2. Alarm
  3. Animate objects
  4. Dancing lights
  5. Ghost sound
  6. Gust of wind
  7. Invisibility
  8. Mage’s private sanctum
  9. Magic mouth
  10. Prismatic sphere
  11. Prismatic wall
  12. Shrink item
  13. Solid fog
  14. Stinking cloud
  15. Symbol of fear
  16. Symbol of insanity
  17. Symbol of pain
  18. Symbol of sleep
  19. Symbol of stunning
  20. Symbol of weakness
  21. Teleportation circle
  22. Wall of fire
  23. Wall of force
  24. 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
  1. Candelabra
  2. Statuette
  3. Book
  4. Small Chest
  5. Lamp
  6. Whistle
1d10 1 1/2
Small
  1. Chair
  2. Bed Table
  3. Small Rug
  4. Picture
  5. Stool
  6. Ottoman
2d10+10 1 2
Medium
  1. Cage
  2. Headboard
  3. Wardrobe
  4. Dining Table
  5. Bar Stool
  6. Large Chest
3d10+20 2 3
Large
  1. Statue
  2. Chest of Drawers
  3. Sofa
  4. Divan
  5. Stuffed Chair
  6. 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

Permanency

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.

Spell Minimum
Caster Level
XP Cost
Arcane sight 11th 1,500 XP
Comprehend languages 9th 500 XP
Darkvision 10th 1,000 XP
Detect magic 9th 500 XP
Read magic 9th 500 XP
See invisibility 10th 1,000 XP
Tongues 11th 1,500 XP

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).

Spell Minimum
Caster Level
XP Cost
Enlarge person 9th 500 XP
Magic fang 9th 500 XP
Magic fang, greater 11th 1,500 XP
Reduce person 9th 500 XP
Resistance 9th 500 XP
Telepathic bond1 13th 2,500 XP
1 Only bonds two creatures per casting of permanency.

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.

Permanent Image

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.


Persistent Image

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.