Lvl 3 | Magnificent Tower

Magnificent Tower

3rd Level Spell
Magic Type: Conjuration
Ignisarian Classification: Unknown
Inspiration: Galdar's Tower

You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower is square in shape. Each level of the tower is 10 feet tall and has an area of 20x20ft. Access between levels consists a simple round staircase in the middle of each room. Each level takes one of the following forms, chosen by you when you cast the spell:

  • A bedroom with multiple beds, chairs, chest, and fireplace.

  • A study with desks, shelves, parchments, ink and quills.

  • A dining space with a table, chairs, fireplace, containers, and cooking utensils

  • A lounge with couches, armchairs, tables and footstools

  • A washroom with toilets, a washtub, towels, braziers, and sauna benches.

  • An observatory with a telescope.

  • An unfurnished, empty room

The interior of the tower is clean, warm and dry, regardless of conditions outside. It somewhat reflects the mental state of the caster while they are also inside of it. Any equipment or furnishings conjured with the tower dissipate into stardust if removed from it. At the end of the spell’s duration or if the spell is ended prematurely by a spell such as Dispel Magic, 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.

This spell automatically fails and the spell-slot is wasted, if the area this spell is cast in, cannot fit the tower (such as non-solid ground, caves, buildings etc.) 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 100 days.


This spell has unique interactions with a Prismworks Haversack or an equivalent item. While this spell is active, a creature holding such an item, can specify any object that is inside it to immediately pop-out of the bag in the wanted place, such as books on the bookshelf or ingredients near a workbench. When the creature leaves the tower, all items are returned back to the bag.

This tower counts as a object and can be destroyed. During combat, standing near one of the window allows you to target creatures, and effectively gives you half-cover. The Magnificent Tower has the following stats:

HP

AC

STR

DEX

CON

50

15

15 (+2)

0 ( -5)

15 (+2)

It is immune to poison and psychic damage. If the tower reaches 0 HP, it instantly dissipates into stardust. Every creature within it must make a DC 13 DEX saving throw, taking 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Objects that originate from an item such as a Satchel of Holding, which weren't properly returned, also take damage and are scattered within the area where the tower used to be.


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, its AC increases by 1 for every level above 3rd. Its HP increases by 25 for each level above 3rd.

Image

Cast time

5 minutes

Range

30ft.

Components

V, S, M (five colors of paint)

Duration

24 hours

The building remains standing even if the caster leaves the area. It has a standard lock. All other standard rules for breaking-in or opening the lock still apply, those are made against the caster’s spell DC.

This spell is not immune to the Knock spell or similar effects. The building cannot be revoked earlier unless ended prematurely by a spell such as Dispel Magic.