I am looking for suggestions for a permanency spell, weapon enchantment, and constructive critics for my homebrew solution [closed]

I’ve seen various questions on permanency, i am not an online guy(in fact i’m the older brother of this account owner, i have been DMing for more than 2 decades now, mainly in 2E,2.5E[combat and tactics] with my homebrew systems though)Just recently started DMing a 5e game(which is my 3rd experience with the system, systemwise i have no questions),some of players are 3 decade players, and our games are probably seen as technical freakshows to new players mostly(a naval engineer debating with his DM about his ship design, getting angry and actually building a perfect model and design of it irl, in order to prove it’s possible etc). So here is the question; how can i implement permanency spell/effect better into the game? Also these methods are my custom permanency methods, you can use them as you like.

(I must add we play only in Forgetten Realms, rarely other realms, and even such games start in FR and accesed through planescape/sigil etc, with most games focused on intrigue, economics and politics in detail which would annoy average gamers rather than hack and slash…and we are probably more canon freak than most people including Candlekeep bunch[most of them, not all])

My solution so far; making different permanency recipes(each permanency recipe is compatible with only one or rarely two spells, like bless, fire/cold shield or invisibility for example[not going to into advanced spellcraft recipes etc]) usually making some of them epic level thus causing divine intervention upon casting, eg: Mystra directly gets aware of it since it’s taboo/forbidden by her, and she might respond personally or through her chosens whatsoever. Combination; certain locations and certain dates in Harptos Calendar in which certain materials/spells are used at specific times on items explained in recipes, legendary/epic permanency effects/enchantments can take a year or more(total time spent is no more than week at most though waiting for right periods or reaching the locations and gathering the ingridients/reagents might take a long time) depending on circumstances. I use recipes for permanency rather than turning permanency itself into a spell, however some of these recipes might require rare quest items, materials, artifacts or even epic spells which are really scarce in 5th edition FR. Same ecnhantment(usually low levels) can be acquired through different recipes.

(The following spell can only be cast after Forge of Spells in Wave Echo Cave becomes functional again, after a series of quests my adventurers, move a group of Ironstar Dwarves from distant city of Evereska, through lotsa politics, favors[they ressurect the 3rd dwarf Tharden Rockseeker, by carrying his corpse to Helm’s Hold with a cart after casting Gentle Repose on the corpse] and intrigue, they get full rights to Wave Echo Cave in LMoP, they eventually resurrect the guy eaten by the Notic as well, anyway, through their connections with certain individuals in Waterdeep they get in touch with these Dwarves, as the party’s sage discovers that Ironstar Clan still exists through vigorious research in libraries of Kryptgarden Scrolls(Daggerford) and family archives of scholarly Waterdeep nobles(Eltorchul, Estelmer, Thongolir, Wands etc) aftermath of the campaign, they get in touch with Ironstar Dwarves and give them mining/operating rights of the Cave(major share), they also manage to settle some Ironfist Dwarves from their stronghold and Crossroad Keep into Axeholm along with a dwarf royal[last of his line, they manage to convince him into marrying etc] they’ve met in Skullport, Gyudd, all in the name of their plan of finding a new cosmopolitan state in the future after they clean a certain fascist elven organization which nests in Neverwinter Wood(Eldreth Veluuthra)…Passing further details i’ve already written too much:P Just wanted to demonstrate what kind of game makes such recipes and permanency spells possible)

Darkfire Shield Enchantment: A scroll/recipe that can only be obtained from a specific dwarf[from Ironstar Clan] in Evreska in my campaign it can only be used on certain alloys, mostly on Darksteel another version of this recipe works on Mithral but it requires primordial fire in it’s enchantment process, which makes it a bit more tricky, and that recipe is harder to get anyway(the latter requires no diamond though).

In the middle of Flamerule(midsummer festival) sprinkle a thousand toal(2k gp) worth of ruby dust on a Darksteel Shield just before Tharsun turns to Eventide(around 17.00) at a certain shrine to Tharmekhûl infront of which lies a statue with an inscription written in Dethek(Dwarven Alphabet) with "Fire is the Cure" and cast this spell(fireshield), then at the last Highsun(twelve bells, midday/noon) of Tarsakh(Greengrass festival) repeat the spell on the Dumathoin shrine constructed within the Caves/Mines which houses "Forge of Spells" after sprinkling a thousand toal diamond, finalizing the procedure: infront of spell forge, by putting the item on the forge(using the forge like an altar to Moradin rather than using it for it’s original purpose in it’s lore) then blessing the item(preferably by a dwarf, even better a Moradin priest, if the latter, shield gives advantage to saving throws rolled against fire damage, eg:dragon breath, spells etc)

Cold version of the recipe works with same metals, different gems, a different shrine(In an old dwarven town built within Spine of the World Mountains/possibly Dorn’s Deep, second step is again Wave Echo Cave, recipe can be obtained from a smith in Mithral Hall after a questline)

I have similar, permanent enchantment recipes, some of them of Elven, Gnomish, Celestial or Abyssal Origin, how do you enchant equipment and locations in your game, do you have any alternative crafting methods that is compatible with game lore(like using alloys to get different effects, using mithral, darksteel and electrum items as base for magical crafting, crafting the hilt and the blade of a sword through very different methods/rituals and materials perhaps)? I would very much to learn your homebrew solutions, also if you are looking for custom recipes for certain spells or effects i can share my stuff.

Sorry for the long read(and possible errors in my spelling), thanks in advance for your constructive comments.

Why is there no Permanency spell in 5e? [duplicate]

In 3.5e, there’s the permanency spell, which makes other spells permanent. There isn’t a spell like this in 5e, but there are ways to make specific spells permanent, usually by casting it in the same spot every day for a year. In this way, the need for permanency has been reduced, but it still would have some uses, like creating a permanent detect thoughts aura.

Have the designers given any reasoning as to why this spell did not make it through editions? Absent of that, is there a consensus in the community that has been reached (e.g. “It would have been too powerful”)?

Could a significantly powerful caster use create demiplane, permanency and astral projection to gain nigh-immortality?

A scenario for a villain I came up with at one point was an insanely powerful mage who keeps her real body in a demiplane with the timeless trait. In order to beat the heroes she only sends astral projections of herself and since she’s so strong no amount of killing astral projections will stop her. The only way to beat her would be to find the coordinates to her demiplane and kill her there on her own terms. Ignoring whether or not this would be fun, since making an op nigh immortal caster as the BBEG would be difficult to pull off without becoming extremely obnoxious, would it even be remotely possible in Pathfinder lore? I mean could an NPC be even powerful enough to negate the repercussions of having an astral projection destroyed multiple times? Assuming they are not a god or similar being. I can figure out the exact details after I’ve confirmed it’s even possible.

Can permanency be dispelled when cast on a target other than yourself

The description of the spell permanency reads as follows. (Emphasis mine)

This spell makes the duration of certain other spells permanent. You first cast the desired spell and then follow it with the permanency spell. Depending on the spell, you must be of a minimum caster level and must expend a specific gp value of diamond dust as a material component. You can make the following spells permanent in regard to yourself. 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.

The way I interpret this is that permanency can only be dispelled if you cast it on yourself with an applicable spell. However I frequently misinterpret these things and it doesn’t really make sense so I thought I’d ask.

How exploitable/balanced is this homebrew spell: Spell Permanency?

I would like to give my players the option of learning a way to make a spell or magical effect permanent. To this end I’ve created a homebrew spell, Spell Permanency (quoted below).

Before implementing this spell in game I would like to be aware of the potential ways in which this spell could be unbalancing and or exploitable. I have attempted to address some of the concerns raised by previous editions with limitations in the spell. These limitations may (or may not) be too severe.

Spell Permanency

5th level transmutation

Casting Time: 24 hours/level of spell being made permanent

Range: Touch

Components: V, S, M (diamond worth 1000gp per level of the spell being made permanent, one willingly given attunement slot of the caster or recipient of the permanency spell)

Duration: Permanent

While Spell Permanency is being cast the duration of the spell or magical effect being targeted is extended for the entire casting period. Once the casting has been completed the duration of the targeted spell or magical effect becomes permanent.

This spell can only make the duration of 3 spells, or magical effects, affecting the same creature permanent at any given time. For the avoidance of doubt, no creature can have more than three permanent spells or magical effects active on it at any given time. Any casting of this spell which attempts to make a spell, or magical effect, on a creature permanent beyond this limit fails.

During casting the caster must be in constant contact with the object or creature upon which the target is affecting. In the case of a portal being made permanent the caster must have one hand placed through the portal for the duration.

While casting this spell the caster is unable to gain the benefit of resting, and suffers all of the effects of lack of rest. While the spell is still being cast, levels of exhaustion gained from a lack of rest can be removed from the caster by Greater Restoration. After the casting has finished, these levels of exhaustion can be removed in the normal way.

Spells or magical effects that have been made permanent can have their permanency removed only by the use of the following spells: Wish, Dispel Magic cast at 9th level (dispel magic automatically fails if cast at a lower level), Greater Restoration (which only works if the creature who sacrificed the attunement slot is willing).

A spell or magical effect that has an alternate end condition will still end if that alternate end condition is met. For example a permanent duration polymorph will still end if the creature affected by it is reduced to 0 HP. Similarly a creature under the effect of a permanent invisibility spell will still end if the creature attacks or casts a spell.

If a spell or magical effect that was made permanent has it’s permanency removed or ends prematurely the attunement slot used as one of the material components in the casting is regained.

Whether or not the casting of the spell is successful, the creature who gave up the attunement slot suffers three physical stresses which cannot be reduced or avoided in any way. These stresses remain in effect for 10d6 days. For each day the creature spends doing nothing but resting, eating and reading the total recovery time is reduced by 3 days.

  1. The creature immediately suffers one level of exhaustion, which is only removed at the end of the period of stress.
  2. The creature’s Constitution drops to 3, if it isn’t 3 or lower already.
  3. The creature’s speed, for each form of movement, is reduced by 10ft. If this reduction would bring the creature’s speed below 0 in any one form of movement, it instead drops to zero.

How balanced/exploitable is this homebrew spell?

Experience from other versions of the game where permanency was gamebreaking is welcome. Both in terms of how this homebrew potentially avoids those pitfalls, but also potential pitfalls it doesn’t avoid.