6th-level Spell: Tower of Knowledge
Dream Magic (Conjuration)
You begin to pull an Echo deep from within Limbo of a dream or memory of an ancient tower out into the world at an empty point on the ground you can see within range. You must be within the Wilds in order to cast this spell. The tower occupies a 15-foot-radius, 30-foot-high cylinder and consists of 3 levels, each 10-feet tall.
The tower has at least one door and takes the shape of a vaguely circular, hexagonal, stone tower with three levels. Organic detailing such as flames, vines, or waves can be seen at various points. Access between levels consists of a simple ladder and hatch or a round staircase (your choice).
Each level of the tower can take various forms and be broken up into different rooms which you determine upon completion of the spell (such as a bedroom, study, lounge, washroom, an unfurnished room, etc.), but it must contain at least 1 room that looks to be a throne room that is supported by nine crystalline pillars and has access to a balcony.
Conjuration spells of 6th level or below can't be used within the tower.
When you cast the spell, choose one or more of the following creature types for the tower to oppose: Aberrations, Pentacles, Swords, or Undead. If such a creature attempts to enter the tower, it must make a Wisdom saving throw. On a failure, it is charmed by the tower for the next 24 hours. The charmed creature regards the caster as a friendly acquaintance. When the 24 hours have passed, the creature doesn't remember being charmed by the tower or the caster. On a success (or if it cannot be charmed), the creature has disadvantage on saving throws made against spells while inside the tower.
The interior of the tower is warm (or cool) 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. Additionally, casting this spell on the same spot every day for a year makes the echo permanent, and counts as a level 1 Tower.
Source: TfV
- Casting Time: 1 hour
- Range: 120 feet
- Components: V, S, M (a gemstone worth at least 50gp, which the spell consumes)
- Duration: 24 hours
- Ritual: No
Comments