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<blockquote data-quote="seasong" data-source="post: 627116" data-attributes="member: 5137"><p>In most such literatures, including all of your examples, the caster is evil. Perhaps make this a <em>necromantic</em> feat, with some sort of sacrifice required?Yup, yup, my bad.</p><p></p><p>Here's my revised version:</p><p></p><p><strong>Lasting Spell (Metamagic)</strong></p><p>You can imbue spells to last as long as your life does.</p><p>Prerequisites: Ability to cast 3rd level spells (<em>Optional: at least 7 necromantic spells, of which 1 is at least 3rd level</em>).</p><p>Benefit: Choose any spell with Duration: Permanent or spell with Duration: Instant that creates or transforms something permanently (not including shaping or moving an object), and add this metamagic feat. That spell's effects can not be negated <em>or suppressed</em> by anything short of your death (or for rules sake, if you are reduced to -1 hp). If you die (are reduced to -1 hp), however, the spell's effect automatically ends, even for odd situations like something created by a spell (<em>wall of iron</em> or <em>animate dead</em>, for example). In the case of created objects, objects which have been worked or modified since you cast the spell cease to be affected by this feat (for example, a <em>wall of iron</em> which has been melted down and forged into swords). This creates a permanent thread between you and the effect that can be tracked via magical means (detect magic and similar). A lasting spell uses a spell slot one level higher than normal, and adds +50 XP cost per base spell level (before metamagic feats). <em>Optional: A lasting spell also requires a 7 day ceremony to cast, culminating in the sacrifice of an innocent.</em></p><p></p><p>Spell Notes:</p><p>Affected spells (with no notes) include: Animate Dead, Awaken, Bestow Curse, Binding Prison (Hedged Prison, Metamorphosis and Minimus Containment versions), Bless Water, Blindness/Deafness, Continual Flame, Create Greater Undead, Create Undead, Create Water, Curse Water, Fabricate, Feeblemind, Flesh to Stone, Forbiddance, Hallow, Illusory Wall, Imprisonment, Insanity, Leomund's Trap, Mark of Justice, Mending, Permanent Image, Plant Growth, Polymorph Any Object (if permanent duration), Polymorph Other, Power Word Blind (if permanent), Secret Page, Simalcrum, Soften Earth & Stone, Soul Bind, Stone to Flesh, Temporal Stasis, Transmute Metal to Wood, Transmute Mud to Rock, Transmute Rock to Mud, Trap The Soul, Unhallow, Wall of Iron, Wall of Stone.</p><p></p><p>Arcane Lock is affected. Knock will not bypass it.</p><p>Arcane mark is affected. It does not fade from living beings.</p><p>Clone is affected, and makes a damned fine hold on someone (kill someone, clone them, and if you die, they die).</p><p>Contagion is affected. The disease disappears from everyone it has spread to when you die (this does not count as "worked" or "modified").</p><p>Energy Drain is affected, but only for the <em>permanent</em> levels lost.</p><p>Modify Memory is affected; the subject remembers everything when you die.</p><p>Spells affected by Permanency are affected, but this is generally useless unless cast on someone else.</p><p></p><p>Spells Not Included That You Wanted Included:</p><p>Desecrate: This is crying out for a <em>permanency</em> spell (1,000 XP).</p><p>Enervation: Energy Drain should be enough; this is too low-level.</p><p>Geas, Lesser Geas: Not sure. Rule 0? (I.E., add in, "and <em>geas</em>")</p><p>Magic Jar: See Desecrate, 2,000 XP.</p><p>Stone Shape, Wood Shape: I'm not sure I understand these. Regardless, take off the limit on "moved or shaped".</p></blockquote><p></p>
[QUOTE="seasong, post: 627116, member: 5137"] In most such literatures, including all of your examples, the caster is evil. Perhaps make this a [i]necromantic[/i] feat, with some sort of sacrifice required?Yup, yup, my bad. Here's my revised version: [b]Lasting Spell (Metamagic)[/b] You can imbue spells to last as long as your life does. Prerequisites: Ability to cast 3rd level spells ([i]Optional: at least 7 necromantic spells, of which 1 is at least 3rd level[/i]). Benefit: Choose any spell with Duration: Permanent or spell with Duration: Instant that creates or transforms something permanently (not including shaping or moving an object), and add this metamagic feat. That spell's effects can not be negated [i]or suppressed[/i] by anything short of your death (or for rules sake, if you are reduced to -1 hp). If you die (are reduced to -1 hp), however, the spell's effect automatically ends, even for odd situations like something created by a spell ([i]wall of iron[/i] or [i]animate dead[/i], for example). In the case of created objects, objects which have been worked or modified since you cast the spell cease to be affected by this feat (for example, a [i]wall of iron[/i] which has been melted down and forged into swords). This creates a permanent thread between you and the effect that can be tracked via magical means (detect magic and similar). A lasting spell uses a spell slot one level higher than normal, and adds +50 XP cost per base spell level (before metamagic feats). [i]Optional: A lasting spell also requires a 7 day ceremony to cast, culminating in the sacrifice of an innocent.[/i] Spell Notes: Affected spells (with no notes) include: Animate Dead, Awaken, Bestow Curse, Binding Prison (Hedged Prison, Metamorphosis and Minimus Containment versions), Bless Water, Blindness/Deafness, Continual Flame, Create Greater Undead, Create Undead, Create Water, Curse Water, Fabricate, Feeblemind, Flesh to Stone, Forbiddance, Hallow, Illusory Wall, Imprisonment, Insanity, Leomund's Trap, Mark of Justice, Mending, Permanent Image, Plant Growth, Polymorph Any Object (if permanent duration), Polymorph Other, Power Word Blind (if permanent), Secret Page, Simalcrum, Soften Earth & Stone, Soul Bind, Stone to Flesh, Temporal Stasis, Transmute Metal to Wood, Transmute Mud to Rock, Transmute Rock to Mud, Trap The Soul, Unhallow, Wall of Iron, Wall of Stone. Arcane Lock is affected. Knock will not bypass it. Arcane mark is affected. It does not fade from living beings. Clone is affected, and makes a damned fine hold on someone (kill someone, clone them, and if you die, they die). Contagion is affected. The disease disappears from everyone it has spread to when you die (this does not count as "worked" or "modified"). Energy Drain is affected, but only for the [i]permanent[/i] levels lost. Modify Memory is affected; the subject remembers everything when you die. Spells affected by Permanency are affected, but this is generally useless unless cast on someone else. Spells Not Included That You Wanted Included: Desecrate: This is crying out for a [i]permanency[/i] spell (1,000 XP). Enervation: Energy Drain should be enough; this is too low-level. Geas, Lesser Geas: Not sure. Rule 0? (I.E., add in, "and [i]geas[/i]") Magic Jar: See Desecrate, 2,000 XP. Stone Shape, Wood Shape: I'm not sure I understand these. Regardless, take off the limit on "moved or shaped". [/QUOTE]
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