Wizard's Tower (5e Spell)
From D&D Wiki
3rd-level Conjuration (ritual) | |
Casting time: | 10 minutes |
---|---|
Range: | 30 feet |
Components: | V, S, M (a fragment of stone, wood, and all other building materials that are to be used in the tower) |
Duration: | 24 hours |
You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 200 square feet. Access between levels can consist of a simple ladder and hatch or an arrangement of stairs. Each level takes one of the following forms, chosen by you when you cast the spell:
- A personal bedroom with a bed, chairs, chest, and magical fireplace
- A barrack style bedroom with 8 beds in 4 bunks, an equal number of lockers, and a central round table and chairs
- A study with desks, books, bookshelves, parchments, ink, and ink pens
- A library able to magically preserve stored books and others forms of written works
- A kitchen space with ovens, magical burner hobs, cooking utensils, a pantry, refrigerator, and freezer to store food
- A dining space with a table, chairs, eating utensils, ceramics and glass finery
- A lounge with couches, armchairs, side tables and footstools
- A washroom with toilets, washtubs, a magical brazier, and sauna benches
- A blacksmiths forge with furnace, tools and grindstones
- An observatory with a telescope and maps of the night sky
- An unfurnished, empty room
The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.
The tower and any of the many rooms its contains can be locked down placing the room, floor or tower entire under a ‘Forbiddance’ preventing all forms of intrusion below the towers own spell slot level. The caster and anyone they appoint retains the ability to lock and unlock the tower, alternatively a key device can be created to serve this function.
If cast using the ‘Ritual Circle’ spell then the total area of each floor will increase to that of the ritual circle, the height of each floor will remain at 10 ft however. Should the expanded floor space allow for multiple rooms to be placed on each floor they will be arranged around a central spiral staircase, the centre of the spiral staircase will contains a magical elevator that conveys people and objects to the desired floor safely. Each floor can have 1 room per 30 ft radius of the ‘Ritual Circle’, additionally multiple rooms can be combined into a single larger room of the chosen type.
The ‘Ritual Circle’ component material will also become a proxy for this ‘Galder’s Tower’, subsequent casts can be targeted towards any diamond of the ‘Ritual Circle’ regardless of its distance from the actual location with full effects. You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year. The Permanency spell can not be used with this spell as the towers functions are active and can’t be placed into the magical stasis that Permanency imposes.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd. Additionally you gain access to various other rooms when this spell is cast at 6th level or higher:
- A magical prison within which spell slots do not recover. A DC 30 strength check is required to break the chains. The interior is placed under the effect Nondetection
- A spell chamber configured for divination magic consisting of a mirror bottom basin that can be flooded to make a shallow pool, the walls are smooth and lined with ink pots and blank tiles that are easily cleaned for divination runes for divination runes.
- A spell chamber configured for healing magic that also serves as an infirmary, the rooms wards maximise the potency of healing causing all healing to restore the maximum number of hitpoints.
- A spell chamber configured for enchanting that consists of a single dais surrounded by powerful ambient magic stabilisation wards, tools for etching acids, engrave knives, runic stylus’ and all other for marking are present. All forms of magical creation experience the maximum possible success rates and rolls.
- A spell chamber configured for teleportation, this room serves as a valid location to be memorised with the ‘Teleportation Circle’ spell, however protections ensure that only those on an authorised list of people may actually teleport to it, everyone else may find themselves sent to a random location which is no further from the tower than the distance the caster would have travelled to reach the tower
- An Alchemic workshop and storage room able to safely contain any reagent using temporal magics
Back to Main Page → 5e Homebrew → Spells → Artificer
Back to Main Page → 5e Homebrew → Spells → Wizard