Universal Magic • Making Spell Effects Last

Permanency

Arcane warding magic representing the binding of a lasting spell

Some magic is meant to fade. Permanency makes selected effects endure. The cost matters: D&D 3.5e sacrifices experience points, Pathfinder 1e consumes diamond dust, and the spell itself does not exist as a general-purpose core spell in fifth edition.

Permanency at a Glance

5.5e / 2024No general Permanency spell in SRD 5.2.1
5e / 2014No general core Permanency spell; some spells have their own enduring effects
Pathfinder 1eUniversal, Sorcerer/Wizard 5; diamond dust with cost and level thresholds
D&D 3.5eUniversal, Sorcerer/Wizard 5; XP cost tables preserved below
Witch archive6th-level historical Witch-list placement, not a default Pathfinder Witch spell

Spell Rules by Edition

Permanency — 5.5e / 2024

Status: no spell by this name in SRD 5.2.1. Do not spend Pathfinder diamond dust or D&D 3.5e XP to extend a modern spell. Use the duration and permanence clauses in the specific 2024 spell being cast.

Permanency — 5e / 2014

Status: no general 2014 core spell by this name. Individual spells that become permanent through repetition or their own duration wording follow their own rules; the older Permanency tables are not interchangeable.

Permanency — Pathfinder 1e

SchoolUniversal
LevelSorcerer/Wizard 5
ComponentsV, S, M (diamond dust worth the appropriate listed gp cost)
Casting Time2 rounds
RangeSee text; determined by the underlying spell
Target / AreaSee text and the permitted spell list
DurationPermanent (subject to dispelling)
Saving ThrowNone
Spell ResistanceNo

First cast the allowed spell; then cast Permanency, meeting its minimum caster level and diamond-dust cost. The Pathfinder list assigns different prices for self-only effects, effects on other creatures or objects, and spell effects placed on areas.

PF1e exampleMinimum caster levelDiamond dust
Detect Magic (self)9th2,500 gp
Darkvision (self)10th5,000 gp
Arcane Sight (self)11th7,500 gp
Enlarge Person (eligible creature)9th2,500 gp
Wall of Force (area)13th12,500 gp

Consult the complete Pathfinder Permanency cost lists for every eligible spell, caster level and cost. A self-only effect requires dispelling by a higher-level caster; effects on others, objects and areas can be dispelled normally as specified.

Permanency — D&D 3.5e

SchoolUniversal
LevelSorcerer/Wizard 5
ComponentsV, S, XP (see original XP tables below)
Casting Time2 rounds
RangeSee text
Target / Effect / AreaAs specified by the spell being made permanent
DurationPermanent; see text
Saving ThrowNone
Spell ResistanceNo

Cast the underlying spell, then Permanency. The 3.5e version spends XP instead of Pathfinder’s gp-priced diamond dust: examples include 500 XP for Detect Magic and 1,500 XP for Arcane Sight. Each spell has its own caster-level minimum and permitted target. The full original self, creature and area XP tables are retained intact below.

Rules source: D&D 3.5 SRD — Permanency.

Using Permanency in Play

Players: check the caster-level threshold before buying costly dust or spending XP; not every sustained spell is eligible. GM: decide whether the underlying effect can be dispelled, and whether the permanent magic belongs to a creature, object or area.

Counterplay: Counterspell can stop the casting where supported; Dispel Magic can remove an ongoing permanent effect as the edition allows. The resource cost is not a promise of immunity to dispelling.

Mythical Context

The protective aegis of Athena signifies a ward that belongs to its bearer rather than a momentary flourish. Permanency raises a similar campaign question: what happens when enchantment outlives its caster and becomes part of an heirloom, stronghold or oath? See the Metropolitan Museum’s Athena wearing the aegis.

Historical Context

Cypro-Phoenician gold amulet cases held written spells intended to call for divine protection. Some date from between the seventh and second centuries BCE. They provide historical parallels for spells meant to endure in an object, although not proof of permanently sustained magical effects. See the Metropolitan Museum’s ancient gold amulet case.

Rules Sources and Licensing

Pathfinder Core Rulebook Permanency (OGL v1.0a), and D&D 3.5 SRD — Permanency (OGL v1.0a). Modern edition panels are status notes, not conversions. The original site’s legacy XP tables and rule text are preserved immediately below.

← Witch Spell Lists

Original D&D 3.5e XP Tables and Rules

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

This spell makes certain other spells permanent.

Universal

Level Sorcerer/Wizard 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

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.

SpellMinimum Caster LevelXP Cost
Arcane sight 11th1,500 XP
Comprehend languages 9th500 XP
Darkvision 10th1,000 XP
Detect magic 9th500 XP
Read magic 9th500 XP
See invisibility10th1,000 XP
Tongues 11th1,500 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).

SpellMinimum Caster LevelXP Cost
Enlarge person9th500 XP
Magic fang 9th500 XP
Magic fang, greater11th1,500 XP
Reduce person9th500 XP
Resistance9th500 XP
Telepathic bond113th2,500 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.

SpellMinimum Caster LevelXP Cost
Alarm 9th500 XP
animate objects14th3,000 XP
Dancing lights9th500 XP
Ghost sound9th500 XP
Gust of wind 11th1,500 XP
Invisibility10th1,000 XP
Mage’s private sanctum13th2,500 XP
Magic mouth 10th1,000 XP
Phase door15th3,500 XP
Prismatic sphere17th4,500 XP
Prismatic wall16th4,000 XP
Shrink item11th1,500 XP
Solid fog 12th2,000 XP
Stinking cloud 11th1,500 XP
Symbol of death16th4,000 XP
Symbol of fear 14th3,000 XP
Symbol of insanity16th4,000 XP
Symbol of pain13th2,500 XP
Symbol of persuasion14th3,000 XP
Symbol of sleep16th4,000 XP
Symbol of stunning15th3,500 XP
Symbol of weakness15th3,500 XP
Teleportation circle17th4,500 XP
Wall of fire12th2,000 XP
Wall of force13th2,500 XP
Web10th1,000 XP

Spells cast on other creatures, objects, or locations (not on you) are vulnerable to dispel magic as normal.

XP Cost See tables above.

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