
Major Enchantment
Spell, Enchantment, level 7
Makes another spell the caster has cast permanent through an hour-long ritual that exhausts the caster; cast in reverse it removes a permanent spell.
From the book
The caster makes permanent a spell they have cast, removing its time limit. The ritual takes 1 full hour of uninterrupted casting and leaves the caster completely drained, unable to cast any spells for at least 24 hours, or 48 hours on a failed save vs Constitution.
It cannot grant living creatures lasting magical abilities such as flight or invisibility, but it can fix in place curses, illusions of every kind, and conjured plants, animals and creatures. A permanent spell can be undone only by a Wish, a Miracle, or Major Enchantment cast in reverse. Range is 100 ft.
At a glance
- Range
- 100 ft.
- Casting time
- 1 full hour
- Aftermath
- No spell casting for 24 hours (48 if save vs Constitution fails)
- Limits
- Cannot give living creatures permanent magical powers
- Reverse
- Removes any permanently cast spell (as can Wish or Miracle)
- Save
- vs Constitution, as stated
- Spell type
- Non-variable
- Can make permanent
- Curses, conjured plants, animals and creatures, and illusions of any sort
A scene
For three weeks the magician Dalia had perfected the illusion: a waterfall of silver light cascading down the wall of the Queen of Sheba's throne room, sparkling, singing, never quite the same. Tonight she would make it last forever. She began the ritual at sunset and did not pause for a full hour, voice steady, hands moving, while the court waited in silence. Then she spoke the final word and collapsed. The waterfall shimmered on. She lay in bed for two full days afterward, unable to cast so much as a spark.