Euadne's Wizard Tower Building / Landmark in Thylea | World Anvil
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Euadne's Wizard Tower

The Wizard's Library The Wizard's library is a bastion of knowledge & research best hidden from the mundane world. It creates the following effects: Demesne Effects
  • -The library of the Wizard's stronghold has a copy of every nonmagical book anyone brings into Euadne's demesne.
  • -By concentrating 10 minutes, Euadne can scry on any person or location in their demesne as per the scrying spell. Euadne can do this anywhere, including another plane.
  • -Once per day, Euadne can control the weather in her demesne. Euadne doesn't have to be in her demesne to do this. The effect is otherwise the same as control weather spell.
.   Stronghold Actions On initiative count 20 (losing initiative ties), Euadne can take a stronghild action to cause one of the following effects:
  • -Euadne casts a spell from her list of prepared spells. This doesn't use a spell slot.
  • -Euadne casts flesh to stone on all enemies within 90 feet. This doesn't use a spell slot.
  • -Euadne recovers all her spent spell slots as though she had finished a long rest.
  Class Feature Improvement: Spellmaster Euadne can maintain two spells with concentration at once. Euadne can do this a number of times equal to her stronghold level, after which she must take an extended rest to refresh this ability. Though an action must be spent on subsequent turns to maintain both spells.   The defenses are magical, the forest was enchanted somehow.   The Tower & the Guardian Forest are located in another dimension. When both dimensions collide, the Forest & the Tower can be seen in Thylea. The collision point varies according to the Tower's will. For outsiders, it seems as if the Tower & the Forest moves. The Forest & the Tower can appear anywhere in the Oldwoods: past, present, or future. A traveller cannot find the Tower, it is the Tower which decides if it wants to be found. One may fall alseep in an open field to wake up surrounded by the magical forest. One may stand at the border of the woods, face away from them & walk for ten minutes, only to turn around and discover the forest is still right behind you. This ability even works if one uses Teleportation Circle. So a group can find all but one in the forest & one in the tower or vice versa, or any combo between. .   Level 1
  • Bedroom
  • Small study
  • Small kitchen that doubles as a workshop
   
  • Upgrade 1 to 2: 3,000 GP [40].
  • Upgrade 2 to 3: 6,000 GP [80]
  • Upgrade 3 to 4: 12,000 GP [120]
  • Upgrade 4 to 5: 18,000 GP [160]
 
  • Teleportation Circle: 20,000 GP [365]
  • Private Sanctum: variable [365]
  • Guards & Wards: Variable [365]
  • Glyph of Warding: variable
  In the tower Euadne finds the following research. First, before the ritual takes place, you must obtain a gem worth at least 1000gp (the material component for planar binding). Then, prior to the material component for planar binding, the gem must be powdered and added in the crafting process of plate armor. Then, you must craft a weapon of your choice for the myrmidon to wield. Next, you must cast conjure elemental to conjure an air elemental, an earth elemental, a fire elemental, or a water elemental. Once the elemental is summoned, you must cast magic circle, binding the elemental to its location. Finally, you cast planar binding, using the gem-infused armor and weapon for the material components. When this series of spells are cast in this order, the elemental is bound to the armor and it is compelled to wield its weapon. This leaves the elemental in a dazed state for 24 hours, in which the elemental is stunned. During this period, you must perform a ritual to permanently bind the elemental. First, you must pour a small vial with the blood of a humanoid onto the ground, forming a circle around the stunned elemental. Next, you must spend the next hour circling the elemental, chanting in the dialect of primordial that corresponds to the elemental. Every 10 minutes, you must sprinkle a pinch of powdered amethyst worth at 5gp. When the ritual is complete and the 24 hours are over (ending the stunned condition), the elemental's memory is wiped, it being permanently bound to your service. The ritual can be performed anytime while the elemental is stunned. If the ritual has not been completed by the time the elemental is no longer stunned, the elemental vanishes to its home plane, destroying the armor and the weapons.     Preparation:
  • 1 Crafted Masterwork Armour & Weapons (Mithral for Air, Adamantine for Earth, Brass for Fire, Cold iron for Water. as an example)
  • 2 Enchant Armour with Modify memory during creation
  • 3 Cast Magic Circle, Place the Armour in the Magic circle,
  • 4 Cast Conjure elemental (6th level slot)
  • 5 Instruct elemental to Don the armour
  • 6 Cast Planar Binding
  • Air: Requires 600gp to craft armor plus 12gp for the flail.
  • Earth: Requires 600gp to craft armor plus 12gp for the maul.
  • Fire: Requires 600gp to craft armor plus 60gp for the two scimitars.
  • Water: Requires 600gp to craft armor plus 6gp for the trident.
  I suspect more.
  • Ice pick
  • Morning star
  • Warhammer
  • Shortsword
  • Rapier
  • Greataxe
  • Longsword
  • Battleaxe
  • Greatsword
  • Maul
  • Scythe
  • Quarterstaff
  • Greatclub
  • Bastard sword
  • Katana
  Tower is intelligent. Raistlin 4 areas of specialization:
  1. -Elemental Myrmidons
  2. -Dragons & Takhesis (Tiamat)
  3. -master of past, present, & future
  4. Gateway magics.
   
Upgrades Gold Time (Days)
1-2 19,500 240
2-3 39,000 480
3-4 67,500 720
4-5 96,000 960
  If the gold is supplied the stronghold automatically commences construction. Though it needs to be fully upgraded before starting on the next level.

Maps

  • Wizard Tower Level 1
  • Wizard Tower Sideview
  • Wizard Tower Level 2
  • Wizard Tower Level 5
  • Wizard Tower Level 4
  • Wizard Tower Level 3
Founding Date
0
Type
Tower, Mage
Parent Location
Connected Rooms
Ruling/Owning Rank
Owning Organization
Characters in Location

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