AD&D 2nd Edition

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Arcane Magic - 8th Level

Permanency

School:
Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:

Range: Special
Components: V, S
Duration: Permanent
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None

This spell affects the duration of certain other spells, making the duration permanent. The personal spells upon which a permanency is known to be effective are as follows:

comprehend languages
detect evil
detect invisibility
Detect magic
infravision
protection from cantrips
protection from evil
protection from normal missiles
read magic
tongues
unseen servant

The wizard casts the desired spell and then follows it with the permanency spell. Each permanency spell lowers the wizard’s Constitution by 1 point. The wizard cannot cast these spells upon other creatures. This application of permanency can be dispelled only by a wizard of greater level than the spellcaster was when he cast the spell. In addition to personal use, the permanency spell can be used to make the following object/creature or area-effect spells permanent:

enlarge
fear
gust of wind
invisibility
magic mouth
prismatic sphere
stinking cloud
wall of fire
wall of force
web

Additionally, the following spells can be cast upon objects or areas only and rendered permanent:

alarm
audible glamer
dancing lights
solid fog
wall of fire
distance distortion
teleport

These applications to other spells allow it to be cast simultaneously with any of the latter when no living creature is the target, but the entire spell complex then can be dispelled normally, and thus negated. The permanency spell is also used in the fabrication of magical items (see the 6th level spell enchant an item). At the DM’s option, permanency might become unstable or fail after a long period of at least 1,000 years. Unstable effects might operate intermittently or fail altogether. The DM may allow other selected spells to be made permanent. Researching this possible application of a spell costs as much time and money as independently researching the selected spell. If the DM has already determined that the application is not possible, the research automatically fails. Note that the wizard never learns what is possible except by the success or failure of his research.