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:
| Spell | Minimum Level | XP Cost |
| Comprehend languages | 9th | 500 XP |
| Darkvision | 10th | 1,000 XP |
| Detect magic | 9th | 500 XP |
| Protection from arrows | 11th | 1,500 XP |
| Protection from chaos/evil/good/law | 9th | 500 XP |
| Read magic | 9th | 500 XP |
| See invisibility10th | 1,000 XP | |
| Tongues | 11th | 1,500 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):
| Spell | Minimum Level | XP Cost |
| Enlarge | 9th | 500 XP |
| Fear | 12th | 2,000 XP |
| Gust of wind | 11th | 1,500 XP |
| Invisibility | 10th | 1,000 XP |
| Magic mouth | 10th | 1,000 XP |
| Prismatic sphere | 17th | 4,500 XP |
| Shrink item | 11th | 1,500 XP |
| Stinking cloud | 11th | 1,500 XP |
| Wall of fire | 12th | 2,000 XP |
| Wall of force | 13th | 2,500 XP |
| Web | 10th | 1,000 XP |
Additionally, the following spells can be cast upon objects or areas only and rendered permanent:
| Spell | Minimum Level | XP Cost |
| Alarm | 9th | 500 XP |
| Dancing lights | 9th | 500 XP |
| Ghost sound | 9th | 500 XP |
| Phase door | 15th | 3,500 XP |
| Solid fog | 12th | 2,000 XP |
| Symbol | 16th | 4,000 XP |
| Wall of fire | 12th | 2,000 XP |
| Teleportation circle | 17th | 4,500 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.