Leomund’s Secret Chest

Conjuration (Summoning)

Level: Sor/Wiz 5

Components: V, S, F

Casting Time: 10 minutes

Range: See text

Target: One chest and up to 1 cubic ft. of goods/caster level

Duration: 60 days or until discharged

Saving Throw: None

Spell Resistance: No

You hide a chest in the Deep Ethereal plane for up to 60 days and can retrieve it at will. The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest’s actual size, which is about 3 feet by 2 feet by 2 feet). If any living creatures are in the chest, there is a 75% chance that the spell simply fails. Once the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you.

The chest must be exceptionally well crafted and expensive, constructed for you by master crafters. If made principally of wood, it must be ebony, rosewood, sandalwood, teak, or the like, and all of its corner fittings, nails, and hardware must be platinum. If constructed of ivory, the metal fittings of the chest must be gold. If the chest is fashioned from bronze, copper, or silver, its fittings must be silver or electrum. The cost of such a chest is never less than 5,000 gp. Once it is constructed, you must have a tiny replica (of the same materials and perfect in every detail) made, so that the miniature of the chest appears to be a perfect copy (the replica costs 50 gp). You can have but one pair of these chests at any given time—even wishes do not allow exceptions. The chests themselves are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest.

To hide the chest, you cast the spell while touching both the chest and the replica. The chest vanishes into the Deep Ethereal. You need the replica to recall the chest. After 60 days, there is a cumulative chance of 5% per day that the chest is irretrievably lost. If the miniature of the chest is lost or destroyed, there is no way, not even with a wish spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it.

Living things in the chest eat, sleep, and age normally; and they die if they run out of food, air, water, or whatever they need to survive.

Focus: The chest and its replica.

Mind Fog

Enchantment (Compulsion) [Mind-Affecting]

Level: Brd 5, Sor/Wiz 5

Components: V, S

Casting Time: 1 action

Range: Medium (100 ft.+10 ft./level)

Effect: A fog that spreads to fill a 20-ft. cube

Duration: 30 minutes/+2d6 rounds (see text)

Saving Throw: Will negates

Spell Resistance: Yes

Mind fog produces a bank of fog that weakens the mental resistance of those caught in it. Creatures in the mind fog suffer a –10 competence penalty to all Wisdom checks and Will saves. (A creature who successfully saves against the fog is not affected by it and need not make further saves even if he remains in the fog.) Affected creatures suffer the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog itself is stationary and lasts for 30 minutes (or until dispersed by wind).

The fog is thin and does not significantly hamper vision.

Passwall

Transmutation

Level: Sor/Wiz 5

Components: V, S, M

Casting Time: 1 action

Range: Close (25 ft.+5 ft./2 levels)

Effect: A 5 ft. x 8 ft. opening, 1 ft./level deep

Duration: 1 hour/level (D)

Saving Throw: None

Spell Resistance: No

You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. If the wall is more than 1 foot per caster level thick, then a single passwall simply makes a niche or short tunnel. Several passwall spells can then form a continuing passage to breach very thick walls. When passwall ends, creatures within the passage are ejected out the nearest exit. If someone dispels the passwall or you dismiss it, creatures in the passage are ejected out the far exit if there is one or out the sole exit if there is only one.

Arcane Material Component: A pinch of sesame seeds.

Permanency

Universal

Level: Sor/Wiz 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

This spell makes certain other spells permanent. Depending on the spell, you must be at least a minimum level and must expend a number of XP.

You can make these spells permanent in regard to yourself:

SpellMinimum LevelXP Cost
Comprehend languages9th500 XP
Darkvision 10th1,000 XP
Detect magic9th500 XP
Protection from arrows11th1,500 XP
Protection from chaos/evil/good/law9th500 XP
Read magic9th500 XP
See invisibility10th1,000 XP
Tongues11th1,500 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 greater level than you were when you cast the spell.

In addition to personal use, the permanency spell can be used to make the following spells permanent on yourself, another creature, an object, or a location (as appropriate):

SpellMinimum LevelXP Cost
Enlarge9th500 XP
Fear12th2,000 XP
Gust of wind11th1,500 XP
Invisibility10th1,000 XP
Magic mouth10th1,000 XP
Prismatic sphere17th4,500 XP
Shrink item11th1,500 XP
Stinking cloud11th1,500 XP
Wall of fire12th2,000 XP
Wall of force13th2,500 XP
Web10th1,000 XP

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

SpellMinimum LevelXP Cost
Alarm9th500 XP
Dancing lights9th500 XP
Ghost sound9th500 XP
Phase door15th3,500 XP
Solid fog12th2,000 XP
Symbol16th4,000 XP
Wall of fire12th2,000 XP
Teleportation circle17th4,500 XP

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

Spells that have conditions that end them are suppressed under these conditions, but the spell returns 10 minutes later. For example, a creature made permanently invisible becomes visible when it attacks, but then becomes invisible again 10 minutes later.

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 (see the Dungeon Master Guide). If the DM has already determined that the application is not possible, the research automatically fails. Note that you never learn what is possible except by the success or failure of your research.

XP Cost: See tables above.