Permanency and Desecrate


Rules Questions


I am looking at desecrate in creating an evil shrine, when reviewing the permanency spell it does not have it in the rules for a spell that you can make permanent. Can you only make those spells listed permanent, or any spell?

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

Target: Objects or Areas
Spell Minimum Caster Level GP Cost Source
Alarm 9th 2,500 gp CRB
Alter river - - PotR
Animate objects 14th 15,000 gp CRB
Cloud of seasickness 9th 2,500 gp AP55
Corpse lanterns 11th 7,500 gp PSFG
Dancing lantern 9th 2,500 gp APG
Dancing lights 9th 2,500 gp CRB
Ghost sound 9th 2,500 gp CRB
Gust of wind 11th 7,500 gp CRB
Invisibility 10th 5,000 gp CRB
Invisibility alarm 9th 2,500 gp ACG
Loathsome veil 10th 7,500 gp UM
Mage's private sanctum 13th 12,500 gp CRB
Magic mouth 10th 5,000 gp CRB
Phase door 15th 17,500 gp CRB
Prismatic sphere 17th 22,500 gp CRB
Prismatic wall 16th 20,000 gp CRB
Sanctify corpse 9th 500 gp UM
Shrink item 11th 7,500 gp CRB
Solid fog 12th 10,000 gp CRB
Stinking cloud 11th 7,500 gp CRB
Stolen light 10th 5,000 gp CRB
Symbol of death 16th 20,000 gp CRB
Symbol of fear 14th 15,000 gp CRB
Symbol of healing 10th 10,000 gp UM
Symbol of insanity 16th 20,000 gp CRB
Symbol of laughter 10th 5,000 gp ACG
Symbol of mirroring 10th 5,000 gp UM
Symbol of pain 13th 12,500 gp CRB
Symbol of persuasion 14th 15,000 gp CRB
Symbol of revelation 12th 10,000 gp UM
Symbol of scrying 13th 10,000 gp UM
Symbol of sleep 16th 20,000 gp CRB
Symbol of slowing 11th 10,000 gp UM
Symbol of strife 18th 25,000 gp UM
Symbol of stunning 15th 17,500 gp CRB
Symbol of vulnerability 18th 25,000 gp UM
Symbol of weakness 15th 17,500 gp CRB
Teleportation circle 17th 22,500 gp CRB
Teleport trap ? 7,000 gp CRB
Wall of fire 12th 10,000 gp CRB
Wall of force 13th 12,500 gp CRB
Wall of light 13th 11,000 gp PM:DD
Web 10th 5,000 gp


Per the rules you cannot make it permanent using the permanency spell.
So instead use 'Craft Wondrous Item' and make a trap.

Craft Trap Rules
500gp x Spell level x caster level for automatic reset.
500*2*3=3000gp

The trap is set off by a 'visual' effect. You choose that effect to be 'light' and install a enchanted torch in the room.

The 'trap' automatically resets every round and is set off every round.

Permanent desecrate at 3rd level.


Splendor wrote:

Per the rules you cannot make it permanent using the permanency spell.

So instead use 'Craft Wondrous Item' and make a trap.

Craft Trap Rules
500gp x Spell level x caster level for automatic reset.
500*2*3=3000gp

The trap is set off by a 'visual' effect. You choose that effect to be 'light' and install a enchanted torch in the room.

The 'trap' automatically resets every round and is set off every round.

Permanent desecrate at 3rd level.

So, it's just going to be a waterwheel of evil just dumping desecration on the ground every six seconds until someone blows out that torch.


Don't forget to add the cost of 100 material components for a resetting magic trap, 2,500 gp in this case. There is also the Unhallow spell, which lasts one year.


Splendor wrote:

Per the rules you cannot make it permanent using the permanency spell.

So instead use 'Craft Wondrous Item' and make a trap.

Craft Trap Rules
500gp x Spell level x caster level for automatic reset.
500*2*3=3000gp

The trap is set off by a 'visual' effect. You choose that effect to be 'light' and install a enchanted torch in the room.

The 'trap' automatically resets every round and is set off every round.

Permanent desecrate at 3rd level.

This seems very inexpensive for such power.


The trap rules are in the gamemastering section, and GMs will usually look over traps made with non-standard spells, or ban them altogether.

In this case there's the Voidstick, which is even cheaper because it's an item designed for an AP (where loot is generally underpriced in terms of gold value so that PCs can't just sell it off for tons of money).

But yeah, Unhallow is what you're looking for. It comes in when Permanency would, and lasts for a year with some added perks.


RelicBlackOUT wrote:

I am looking at desecrate in creating an evil shrine, when reviewing the permanency spell it does not have it in the rules for a spell that you can make permanent. Can you only make those spells listed permanent, or any spell?

** spoiler omitted **

well - I'd go with Unhallow with Dispel Magic or Silence (GM power to use Inflict Light Wounds or Inflict Moderate Wounds) and (if it's an undead site) use GM powers (as no, BTB you cannot Permanent Desecrate) to permanent-ize Desecrate which would be tied to an item/object with strong negative plane ties. You could put in a trap or haunt. The Desecrate Trap could be tied to blood being spilt, casting Animate Dead, or some ritual.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Permanency and Desecrate All Messageboards

Want to post a reply? Sign in.
Recent threads in Rules Questions