User:Guy/12p Spells

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  • 12-Point Spells. Each of these spells costs 12 spell points to cast (DMG'14 p288), and has power comparable to a 6th-level spell.
  • Exhausting. These spells are exceptionally draining to cast. Once you cast a spell of 12-points or greater, you must finish a day of downtime before you again cast any spell of 12-points or greater.
  • Once Cast per Turn. You can only use the Cast action once per turn. This is particularly notable with spells with a cast time of 1 bonus action.
  • Materials Required. If a material component (M) is listed, it is required. There is no effect that lets you broadly ignore material components within this system.

Wizard's Tower

12-point conjuration (arcane, handy, mountain)
CAST TIME Phase (or 10 minutes)
RANGE 300 feet
DURATION Day (or 24 hours)
COMPONENTS V, S, M (masonry tools)

On a 20-foot square of unoccupied terrain in range, you can conjure a stone tower up to six floors tall, which persists for the duration. Each floor is a 20 foot square with 10 vertical feet of headroom, able to fit creatures of Large size or smaller.
  Each floor is connected with your choice of a spiral staircase, a ladder, a magical elevator, or nothing at all. You can magically conjure any common furnishings within any of the floors you specify, including any number of windows and doors, to include arrow slits able to grant three-quarters cover. Common furnishings are otherwise generally limited to chairs, beds, tables, shelves, doors, cloth, closets, walls, and purely aesthetic decorations. Any of these objects vanish if removed from the tower.
  When you cast the spell, you can direct any items carried by you or willing creatures you touch to be stored in specific areas. For example you could create a five-story tower, and have each member of a five-person party have their carried items fill a different room; if you have items carried by a mule, you could have those items arranged across rooms however you like.
  The air inside the tower is always clean, breathable, and of a comfortable temperature.
  Divination spells targeting any creature or object inside the tower fail without effect, and any divination spell affecting a creature or object ends if the target enters the tower.
  The spell ends early if the tower is destroyed. Destroying a wall on the lowest floor destroys the entire tower. Each 10-foot square of wall has 100 hp, 18 defense, a damage threshold of 10, and resistance to both pierce and slash damage.
  You can also end the spell with a Cast action at any time. Whenever the spell ends, any stored items to return to their original locations, and any creatures inside the tower are lowered gently to the ground without Falling.
  You can cast this spell again each day to preserve the tower in its current form.
Permanency. When you cast this spell, you can provide 10 platinum bars (worth 10,000 gp) to be consumed by the spell. If you do, the duration becomes permanent. If this tower is destroyed, it leaves behind 10 platinum bars as well as anything stored in the tower, and the rest of the tower vanishes.

Inspired by wizard's tower and magnificent mansion.





  • This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at [1].
  • Both this work and the SRD 5.1 are licensed under the Creative Commons Attribution 4.0 International License available at [2].
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