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    Bugbear in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
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    Default Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)



    "It's not much, but it's home."

    VoxRationis's post inspired me to reread the Stronghold Builder's Guide. These spells duplicate some of the effects described in that book, allowing you to quickly and (relatively) cheaply create your own domain/dungeon for adventurers to invade. The effects are powerful but since they're all almost entirely for flavour (unless your DM actually decides to lay siege to you), I think they're acceptable.

    In general, a stronghold is best suited to wizards (due to the number of different spells you need), which fits the classic flavour IMHO. Sorcerers can squeeze by if they're willing to resort to limited wish and wish to mimic the spells, however.

    Cost of buildings you can enchant is given in the SRD here. Through judicious use of wall of stone, wall of iron, major creation, fabricate, stone shape, and other spells you can reduce or eliminate the cost of buying a building (with your DM's permission of course). Otherwise, the stronghold spells deliberately have no XP or gp costs, as they're all almost entirely for flavour.

    Stronghold Creation


    Spoiler: Witch's Cottage
    Show

    Witch's Cottage
    Universal [Stronghold]
    Level: Sor/Wiz 3
    Components: V, S, F
    Casting Time: 24 hours
    Range: Anywhere within the area to be warded
    Area: See text
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    The spellcasting has been long and difficult, but you complete it at last. You feel the magic rushing through the air and settling upon your humble abode, transforming it into your place of power.

    You enchant a simple hut, house, or cottage into being your stronghold. The stronghold is subdivided into multiple areas: the building, the grounds, and the border. Other spells that interact with your stronghold typically affect one or more of these areas.

    • Building: The structure you are enchanting, up to three 20-foot squares. You may also include a small attic and/or cellar but no other stories.
    • Grounds: The entire area extending from the building's exterior out to close range (25 ft. + 5 ft./2 levels).
    • Border: The outer perimeter of the grounds.

    Environmental conditions (temperature, humidity, air circulation, etc.) within the building are under your limited control. You may make it as comfortable, damp, chilly, stuffy, or sweltering as you wish. Wash basins and the like produce water as you command, fireplaces may burn without need of fuel, pantries keep food chilled, and so forth.

    Your stronghold provides several other benefits, as follows:

    Minions
    Spoiler: Minions
    Show
    Your stronghold always has a staff of one improved unseen servant, as from unseen entourage save that it can travel anywhere within the stronghold (but not beyond the borders) and need not remain within range of you.

    Your stronghold is patrolled by one arcane eye. You need not concentrate to direct the motion of this eye but it cannot go beyond the stronghold borders.

    Your stronghold has one magic mouth effect, placed anywhere you desire. The effect resets itself after being discharged, and you may change its location and message once per day as a full-round action.

    Any unseen servants, arcane eyes, or magic mouths that are destroyed or dispelled are replaced at the end of each day.

    Whenever you summon (e.g. via summon monster), create (e.g. via animate dead, create greater undead, etc.), or craft (e.g. via Craft Construct, clone, or simulacrum) a creature within your stronghold, you may choose to link it to the stronghold to ignore any XP costs involved. Linked creatures always obey you without question, do not count towards any HD limit of creatures you can command, heal naturally as though they were living creatures, and are destroyed if they go beyond the stronghold borders.

    Finally, once per day you may use animate objects as a spell-like ability, save that the effect lasts until the next time you use it. Animated objects can be commanded to lie in wait until intruders approach, and lose their animation if they are taken beyond the stronghold borders.


    Magic
    Spoiler: Magic
    Show
    Your entire stronghold and everything within it is warded as if by detect scrying, nondetection and dimensional lock (these effects do not interfere with your own spells).

    Your stronghold is lit (or obscured) by your choice of any number and combination of continual flame, dancing lights, darkness, daylight, deeper darkness, faerie fire, and light effects. You may reset these effects once per day as a full-round action.

    All doors, chests, and portals in the stronghold are arcane locked. Your unseen servants and linked creatures may bypass these locks. Once each day you may assign any number of passwords to any number of the locks; any creature that speaks the password can bypass the appropriate lock.

    While within your stronghold, you gain a +1 bonus to your caster level and may use detect magic, disguise self, mage armour, mage hand, magic missile, prestidigitation,and shield at will as spell-like abilities. The bonus to your caster level applies to all [Stronghold] spells, even if you are outside the stronghold.

    While casting certain spells within your stronghold, you may link them to your stronghold to ignore all material components and XP costs. Linked spells with a duration greater than instantaneous have their duration increased to permanent, replenish themselves after 10 minutes if they are discharged or partly (but not completely) dispelled, and are dispelled if removed from the stronghold. Spells that can be linked include:
    Spoiler: Linked Spells
    Show

    gate (planar travel only)
    magic circle against chaos/evil/good/law with inscribed dimensional anchor
    major creation, minor creation (created items can't be used as spell components and vanish beyond the stronghold borders)
    seeming, veil
    spectral hand
    teleportation circle
    (target location may be reset as a full-round action)


    The following spells may also be linked to your stronghold, though they are suppressed while within 5 feet of another linked spell from this list:

    Spoiler: Linked Traps, Patterns, and Walls
    Show
    alarm, explosive runes, fire trap, mage's faithful hound, sepia snake sigil

    hypnotic pattern, rainbow pattern, scintillating pattern

    forcecage, wall of fire, wall of force, wall of ice, wind wall, prismatic sphere, prismatic wall


    Additionally, the following spells can be linked to your stronghold. These spells generate their effect throughout the entire stronghold (regardless of their normal range or area), save for any areas you choose to exclude when linking the spell.

    Spoiler: Linked Emanations, Illusions, and Teleport Effects
    Show
    antimagic field
    antipathy, sympathy
    hallucinatory terrain, mirage arcana
    guards and wards
    (each casting dispels the prior guards and wards)
    repulsion
    teleport, greater teleport, plane shift, shadow walk


    When using a teleportation or shadow walk effect on your stronghold, it affects the entire stronghold and everything within it. If you have not imbued your stronghold with the appropriate planar trait (see enchanted realm), it may be destroyed in the transition (e.g. teleporting a stronghold without the water-dominant trait to the bottom of the sea will destroy it with the sudden flooding, plane-shifting a stronghold without the air-dominant trait to the Plane of Air will cause the grounds to crumble into the endless sky rather than stay as a cohesive floating island, etc.).

    You may only have one stronghold effect at a time; if you gain a new stronghold effect the last one instantly ends (terminating all linked effects and destroying all linked creatures). If you die your entire stronghold is ravaged by an earthquake, fire storm, whirlwind, or other horrific effect.

    The spell does not create a structure; you must craft, purchase, conjure, or otherwise obtain it yourself through mundane or magical means. However, if you cast the spell on a structure created with secure shelter or major creation, the duration of those spells becomes instantaneous (though building materials from those spells vanish if taken beyond the borders).

    Unless otherwise specified, all linked effects endure as long as the stronghold does but are destroyed, dispelled, or otherwise negated if it is taken outside the stronghold borders. For example, transmuted building materials from the enchanted architecture spell revert to their original materials, and conjured wooden walls from that spell simply vanish. You may dispel, destroy, or otherwise remove any linked effect as a standard action (as though you were dismissing a spell).

    Your caster level for witch's cottage and any linked effects is always equal to your current caster level (affecting the area of the stronghold grounds, the difficulty of dispelling linked spells, etc.).

    Focus
    A signed and notarised parchment granting you legal ownership of the building, and a small copper key.

    Spoiler: Wizard's Tower
    Show

    Wizard's Tower
    Universal [Stronghold]
    Level: Sor/Wiz 5
    Components: V, S, F
    Casting Time: 24 hours
    Range: Anywhere within the area to be warded
    Area: See text
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    This spell functions as witch's cottage, except as noted below. The spell may be used to enchant a tower, grand house, or any smaller building.

    • Building: The structure you are enchanting, up to ten 20-foot squares. You may enchant multiple stories in this way (including basements and dungeons).
    • Grounds: The entire area extending from the building's exterior out to medium range (100 ft. + 10 ft. level).

    Minions
    You have a staff of one unseen servant, arcane eye, and magic mouth per caster level.

    Magic
    While within your stronghold, you gain a +2 bonus to your caster level and you may use dimension door at will as a spell-like ability.

    You may communicate telepathically with any creature in your stronghold, provided you know where it is (e.g. via arcane eyes or scrying).

    Focus
    A signed and notarised parchment granting you legal ownership of the building, and a small silver key.

    Spoiler: Magician's Mansion
    Show
    Magician's Mansion
    Universal [Stronghold]
    Level: Sor/Wiz 7
    Components: V, S, F
    Casting Time: 24 hours
    Range: Anywhere within the area to be warded
    Area: See text
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    This spell functions as wizard's tower, except as noted below. The spell may be used to enchant a mansion, keep, or any smaller building. You may also us this spell to enchant a mage's magnificent mansion, in which case the duration of that spell becomes instantaneous and it shifts from its extradimensional space to materialise on the Material Plane (space permitting, and not including any foodstuffs or unseen servants).

    • Building: The structure you are enchanting, up to twenty-five 20-foot squares. You may enchant multiple stories in this way (including basements and dungeons).
    • Grounds: The entire area extending from the building's exterior out to long range (400 ft. + 40 ft. level).

    Minions
    You have a staff of two unseen servants, arcane eyes, and magic mouths per caster level.

    Magic
    While within your stronghold, you gain a +3 bonus to your caster level, have a fly speed of 60 feet with perfect maneuverability, and may use greater teleport and telekinesis at will as spell-like abilities.

    Focus
    A signed and notarised parchment granting you legal ownership of the building, and a small golden key.

    Spoiler: Archwizard's Castle
    Show
    Archwizard's Castle
    Universal [Stronghold]
    Level: Sor/Wiz 9
    Components: V, S, F
    Casting Time: 24 hours
    Range: Anywhere within the area to be warded
    Area: See text
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    This spell functions as magician's mansion, except as noted below. The spell may be used to enchant a castle, huge castle, or any smaller building.

    • Building: The structure you are enchanting, up to an entire huge castle (including all dungeons, towers, and outer walls)
    • Grounds: The entire area extending from the building's exterior out to 2 miles.


    You may cast archwizard's castle on the same building more than once. Each time you do, the range of the grounds increases by another 2 miles (rather than simply replacing the prior stronghold effect).

    Minions
    You have a staff of five unseen servants, arcane eyes, and magic mouths per caster level.

    Magic
    While within your stronghold, you gain a +4 bonus to your caster level, you may use time stop as a spell-like ability once per day, and you benefit from a constant foresight effect.

    Focus
    A signed and notarised parchment granting you legal ownership of the building, and a small platinum key.

    Spoiler: Relinquish Stronghold
    Show
    Relinquish Stronghold
    Universal [Stronghold]
    Level: Sor/Wiz 3
    Components: V, S, F
    Casting Time: 24 hours
    Range: Anywhere within the target stronghold
    Area: See text
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    You name a willing creature to permanently assume control of your stronghold. Their effective caster level for the stronghold is equal to their character level or your caster level when you cast this spell, whichever is greater.

    Once you have relinquished a stronghold, you may establish a new one for yourself.

    If you attempt to reliquish your stronghold to a creature that already has a stronghold, this spell automatically fails.

    Guild
    Alternatively, you may name a creature to add as a co-master of your stronghold. The effective caster level for the stronghold is equal to their character level or your caster level, whichever is greater.

    If you attempt to share your stronghold with a creature that already has a stronghold, this spell automatically fails. Otherwise, you may add any number of co-owners to your stronghold.

    Focus
    The foci you used when establishing your stronghold, which you must give to the new stronghold owner (or duplicate and give the copies to the new co-master).

    Stronghold Enhancement



    Unless otherwise specified, all effects created by the following spells are considered linked to your stronghold (for the purpose of duration etc.; see witch's cottage).

    Spoiler: Enchanted Architecture
    Show
    Enchanted Architecture
    Universal [Stronghold]
    Level: Sor/Wiz 3
    Components: V, S, F
    Casting Time: 24 hours
    Range: Anywhere within your stronghold
    Area: See text
    Duration: See text
    Saving Throw: None
    Spell Resistance: No

    You finish the incantations, and nod in satisfaction. Your tower has been transformed into pure gleaming mithral, reflecting the light of the sunrise.

    Upon casting this spell, you may transmute the material of your stronghold's building or conjure up walls to protect it.

    Transmute
    The table below shows the materials into which you can transmute your building. The effect covers the main structural components (e.g. the wood and thatched roof of a cottage, the hewn stone of a tower) of the entire building, as well as any furniture inside that you wish to alter. Repeated castings of enchanted architecture allow you to access different materials, and each transmutation can be performed in reverse. To complete the transmutation you must cast the associated spell immediately after casting enchanted architecture, or the process fails. At the DM's option other materials (e.g. gold, diamond, etc.) might be options for transmuting.

    Starting Material Transmuted Material Spell
    Wood Confectionary1 minor creation
    Wood Darkwood2 major creation
    Darkwood Stone flesh to stone
    Stone Bone2,3/Coral2,3 stone to flesh
    Stone Mithral wall of iron
    Mithral Adamantine wall of iron
    Any Any polymorph any object
    1Whenever you cannibalise a juvenile member of your race that has consumed some of this material, add 10 years to your maximum lifespan.
    2At your option these materials are alive and have fast healing equal to your caster level.
    3These materials are as hard as stone. Coral is suitable for aquatic strongholds; see enchanted domain


    Walls
    Instead of transmuting your building, you may conjure up a nonmagical wall around it. You may choose to conjure a wall around the perimeter of the building at up to close range (25 ft. + 5 ft./2 levels), or to conjure up a wall around the entire stronghold border. In either case, the wall is up 25 ft. + 5 ft./2 levels high and one inch thick per four caster levels. The spell creates a wall of wood. A single casting of this spell can transmute a wall (regardless of its size) into another material, as described above for buildings.

    Transmuted building materials and conjured walls regain hit points each day equal to your caster level.

    Focus
    A key of the same type as the one you used when creating your stronghold.

    Spoiler: Enchanted Aura
    Show
    Enchanted Aura
    Universal [Stronghold]
    Level: Sor/Wiz 3
    Components: V, S, F
    Casting Time: 7 days
    Range: Anywhere within your stronghold
    Area: See text
    Duration: See text
    Saving Throw: See text
    Spell Resistance: See text

    Your enemies grow closer to madness with every step they take through your forest.

    This spell wards your stronghold with powerful magical auras. Immediately after casting enchanted aura you must cast the associated spell listed below, or the process fails. You may suppress or reactivate the aura or end its effects on individual creatures as a full-round action. You may cast this spell multiple times but the effects never stack (the most recent aura replaces the older one). Any effects incurred by the aura last for at least as long as creatures remain within its area (often longer, as described below for ability damage and other effects).

    Aura Spell Save Effect
    Accursed bestow curse Will As bestow curse; if already cursed gain a lesser geas; if already geased gain a greater geas as well. All curse/geas effects predetermined by caster each day.
    Charm charm monster Will Become fascinated; if already fascinated become charmed as charm monster.
    Despair crushing despair Will As crushing despair; if already despairing take 1d6 Charisma damage.
    Draining enervation Fort As enervation; if already enervated take 1d6 Con damage.
    Dreams deep slumber Will Become fatigued; if already fatigued become exhausted; if already exhausted fall asleep.
    Madness confusion Will Become confused; if already confused become insane; if already insane become feebleminded and insane.
    Pestilence contagion Fort As contagion; if already diseased gain a new disease and trigger ability damage again for all prior diseases.
    Petrification flesh to stone Fort Take 1d6 points of Dexterity damage; if Dexterity reduced to 0 turn to stone.
    Pixie Dust glitterdust Ref Become dazzled; if already dazzled become permanently blinded. Automatically coated in glitterdust while in maze and for 1d4 hours thereafter.
    Terror fear Will Become shaken; if already shaken become frightened; if already frightened become panicked.

    Hostile creatures must save against the aura upon entering the grounds, and an additional number of times for larger strongholds as shown below. If your grounds have an enchanted maze, interlopers must save an additional time whenever they become lost.

    Stronghold # of Saves
    witch's cottage 1
    wizard's tower 2
    mage's mansion 3
    archwizard's castle 41
    1Add an additional save for each additional casting of archwizard's castle on the same stronghold.

    When you cast this spell to grant an evil, fear, or mind-affecting effect it gains the descriptor of that type.

    Focus
    A key of the same type as the one you used when creating your stronghold.

    Spoiler: Enchanted Barrier
    Show
    Enchanted Barrier
    Universal [Stronghold]
    Level: Sor/Wiz 4
    Components: V, S, F
    Casting Time: 24 hours
    Range: Anywhere within your stronghold
    Area: See text
    Duration: See text
    Saving Throw: None
    Spell Resistance: No

    Your breath frosts in the suddenly-chill air. A colossal dome of frosted ice now encloses your demesne, glittering in the noon-day sun.

    This spell allows you to create walls as by enchanted architecture, save that by casting certain spells you may create more powerful walls. You must cast the associated spell immediately after casting enchanted barrier or the spell fails. The walls you can create (and the spells you need to complete the casting) are given below; unless otherwise specified the walls have the same dimensions as for those conjured by enchanted architecture.

    Wall Spell
    wind wall1 wind wall
    wall of ice2 wall of ice
    wall of fire
    wall of fire
    wall of force
    wall of force
    wall of thorns3 fabricate
    blade barrier
    mage's sword
    prismatic wall
    prismatic wall
    prismatic sphere2 prismatic sphere
    1Wind strength is determined as for control winds.
    2This wall may be shaped into a hemisphere or sphere with a radius out to the building perimeter or the stronghold border.
    3This wall is alive and has fast healing equal to your caster level.


    You and your linked creatures may pass through your arcane walls without impediment or harm. A portion of wall that is destroyed or dispelled replenishes itself after 10 minutes.

    When you use this spell to create an air, cold, fire, force, or light (prismatic) effect, it gains the descriptor of that type.

    Focus
    A key of the same type as the one you used when creating your stronghold.

    Spoiler: Enchanted Chamber
    Show
    Enchanted Chamber
    Universal [Stronghold]
    Level: Sor/Wiz 3
    Components: V, S, F
    Casting Time: 10 minutes
    Range: Anywhere within your stronghold
    Area: See text
    Duration: See text
    Saving Throw: See text
    Spell Resistance: See text

    The magic races over the walls, ceiling, and floor of the bare room. Tables and shelves loaded with alchemical equipment, grimoires, and reagents spring into being, including bubbling cauldrons and helpful homunculi.

    This spell allows you to furnish individual rooms in your building for a specific purpose. This generally provides a bonus on a specific skill check to any creature working in the room (including unseen servants), though it may provide additional effects as shown below. Each casting of this spell only enchants a single room (regardless of its size). You may cast this spell multiple times on the same room but the effects never stack (the most recent effect replaces the older one), and the furnishings are as spartan or opulent as you desire. Many other room types are possible, the effects of which are limited only by your imagination (and the DM's discretion).

    If you do not cast major creation, fabricate, and any other spells deemed appropriate by your DM immediately after casting enchanted chamber, the spell fails.

    Spoiler: Chambers
    Show
    Chamber Skills1 Sample Effects
    Alchemical Laboratory Craft (alchemy), Spellcraft Homunculi and mephits in the laboratory don't fight and cannot leave the room but grant the Brew Potion and/or other item creation feats to friendly creatures working here.
    Armoury - Weapons and armour here receive the benefits of greater magic weapon, magic vestment, flaming arrow etc. spells when donned (but not outside the borders).
    Auditorium Perform (all)
    Barbican, Gatehouse, Guard Tower Intimidate, Listen, Search, Sense Motive, Spot The skill bonuses apply only to creatures serving as stronghold guards (including yourself). A gatehouse may have a portcullis (as enchanted architecture/enchanted barrier), guard towers may have siege weapons, barbicans may have boiling oil/acid, etc.
    Barracks, Servants' Quarters - Create water, create food and drink, prestidigitation etc effects house your living guards and staff in relative comfort
    Bedroom - Grants bonus on saves against nightmare, a night hag's dream haunting, and similar effects equal to one-half your caster level.
    Chapel Knowledge (religion) Permanent consecrate/desecrate/hallow/unhallow effects, at your option. May also be permanently attended by an outsider "priest" you have bound here by planar binding, summon monster, or the like.
    Common Area, Tavern Gather Information, Knowledge (local) Tapestries and portraits on the walls become hypnotic/rainbow/scintillating patterns; creatures benefit from tongues while here.
    Courtyard - Magnificent fountain producing acid, holy water, healing potion, or other magical elixir; statues animate to attack
    Dining Hall - Banquets served here gain the properties of heroes' feasts
    Dungeon, Prison, Torture Chamber Intimidate, Sense Motive The skill bonuses apply only against imprisoned creatures. Masterwork/magical manacles, detect thoughts, hold monster or temporal stasis effects, antimagic fields as appropriate.
    Docks Knowledge (geography), Profession (sailor), Use Rope May be built into secret cove/river under building, or located in the grounds proper
    Enchanted Mirror - This room is dominated by a mirror of life-trapping, mental prowess, or opposition.
    Infirmary Heal Outsider clerics tend to wounds.
    Kitchen Profession (cook) Create water, create food and drink, and prestidigitation effects work together to generate almost any foodstuff.
    Library Decipher Script, Knowledge (all) Comprehend languages, explosive runes, read magic, secret page, and other writing-based effects abound here. Magical creatures of some sort serve as librarians and allow identify/analyse dweomer effects.
    Shop Appraise, Profession (any) Staffed by mortals, fey, or other creatures at your option.
    Smithy, Studio, Workplace Craft (armoursmithing, weaponsmithing), Craft (any), etc. Staffed by djinn, efreeti, fire/frost giants, or other supernatural craftsmen.
    Stable Handle Animal, Ride Provides mounts, phantom steeds, nightmares, or other magical mounts.
    Storage, Treasury, Vault Appraise Magical preservation and protective effects as you desire.
    Study, Office, Throne Room Bluff, Diplomacy, Intimidate, Knowledge (nobility and riyalty), Sense Motive The skill bonuses apply only to the creature sitting in the throne or similar; scrying pool or the like plus enchanted map that shows location of all creatures in the stronghold building and/or grounds.
    Summoning Chamber Knowledge (the planes), Diplomacy, Intimidate, Sense Motive The skill bonuses only apply against conjured creatures; Permanent magic circle (all alignments), with inscribed dimensional anchor, gate, and teleportation circle effects.
    1The room grants a circumstance bonus equal to your caster level on the relevant skill checks made here.

    Focus
    A key of the same type as the one you used when creating your stronghold.

    Spoiler: Enchanted Garden
    Show
    Enchanted Garden
    Universal [Stronghold]
    Level: Sor/Wiz 3
    Components: V, S, F
    Casting Time: 7 days
    Range: Anywhere within your stronghold
    Area: See text
    Duration: See text
    Saving Throw: See text
    Spell Resistance: See text

    You pluck a ripe fruit from a nearby tree, unafraid of the deadly vines snaking everywhere through the undergrowth. In this savage paradise, you are the master.

    This spell imbues the flora and fauna of your stronghold grounds (and any arboretums and the like in the building) with supernatural danger. This spell may not function simultaneously with other stronghold spells (e.g. an enchanted architecture maze of walls of fire) without proper planar traits (e.g. the fire-dominant trait to convert the native flora and fauna to those native to fire-dominant areas). The garden is always lush and thick and provides the following benefits:

    Wild Speech
    You may use animal messenger, commune with nature, speak with animals, speak with plants, and stone tell at will as spell-like abilities within your stronghold.

    Verdant Dangers
    Hostile creatures in the garden encounter particular dangers, dependent on your caster level as shown below. If you are observing the invaders you may choose to produce any one of the listed effects from your caster level or lower (and may choose a different effect each encounter); otherwise they encounter whatever effect you specify in advance. Creatures encounter the effects upon entering the garden, and again every hour thereafter.

    Caster Level Effect
    1st entangle, summon nature's ally I
    3rd plant growth, summon nature's ally II, summon swarm
    5th snare, spike growth, summon nature's ally III
    7th giant vermin, spike stones, summon nature's ally IV
    9th black tentacles (manifests as plant roots/vines), insect plague, summon nature's ally V
    11th fire seeds, liveoak, summon nature's ally VI
    13th animate plants, creeping doom
    15th earthquake
    17th shambler, summon nature's ally IX

    Wild Paradise
    You can always pluck fruit, nuts, vegetables, herbs, and berries that function as goodberries from your garden. Additionally, at the DM's option, you may grow druid magic items, black lotuses, and similar unique plants within your garden. Finally, dire animals and plant creatures such as assassin vines, violet fungi, and others may become native to your stronghold.

    When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

    Focus
    A key of the same type as the one you used when creating your stronghold.

    Spoiler: Enchanted Maze
    Show
    Enchanted Maze
    Universal [Stronghold]
    Level: Sor/Wiz 5
    Components: V, S, F
    Casting Time: 24 hours
    Range: Anywhere within your stronghold
    Area: See text
    Duration: See text
    Saving Throw: None
    Spell Resistance: No

    The adventurers in your scrying pool look utterly wretched. Sweating, soot-stained, they have wandered your fiery maze for hours. Soon their protective spells will fail, and you will have a few more charred skeletons to adorn your labyrinth.

    You conjure up an elaborate maze that covers your stronghold grounds, save for any parts you wish to exclude. The maze is made of any wall you could create (or transmute) via enchanted architecture or enchanted barrier, and you must cast the associated spells for a particular wall type as you would for those spells. Maze paths may be as narrow as 5-foot squares, which may cause overlapping waves of heat from conjured walls of fire or overlapping blinding rays from prismatic walls. The Intelligence check DC to navigate a maze depends on the size and complexity of your stronghold, as shown below.

    Stronghold Maze DC
    witch's cottage 18
    wizard's tower 20
    mage's mansion 22
    archwizard's castle 241
    1Increase the DC by +2 for each additional casting of archwizard's castle on the same stronghold.

    On a failed check any intruders become lost and wander aimlessly for 1d4 hours, after which they may make another check (either to find your building or to flee back to the outside world). You and your linked creatures may pass through the maze without impediment or harm.

    Instead of any of the other wall types, you may cast mirror image after this spell to create a maze of mirrors. Increase the DC to navigate such a maze by +5.

    When you use this spell to create an air, cold, figment, fire, force, or light (prismatic) effect, it gains the descriptor of that type.

    Focus
    A key of the same type as the one you used when creating your stronghold.

    Spoiler: Enchanted Moat
    Show
    Enchanted Moat
    Universal [Stronghold]
    Level: Sor/Wiz 3
    Components: V, S, F
    Casting Time: 24 hours or 7 days
    Range: Anywhere within your stronghold
    Area: See text
    Duration: See text
    Saving Throw: None
    Spell Resistance: No

    Your moat suddenly wells up with crystal-clear holy water. Your demonic foes will find themselves burning as if immersed in acid, should they choose to cross.

    Upon casting this spell, you create a magical moat around your stronghold. You must cast this spell on a pre-existing moat (typically 15 feet deep and 30 feet wide and of any length), even one created via move earth. The moat fills with your choice of acid, holy water, lava, quicksand (appears to be level ground), diseased or poisoned spikes, or slimes/molds/fungi.

    When you use this spell to create an acid, air, cold, earth (quicksand), fire, force, good (holy water) or light (prismatic) effect, it gains the descriptor of that type.

    Focus
    A key of the same type as the one you used when creating your stronghold.

    Spoiler: Enchanted Realm
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    Enchanted Realm
    Universal [Stronghold]
    Level: Sor/Wiz 5
    Components: V, S, F
    Casting Time: 1 week
    Range: Anywhere within the area to be warded
    Area: See text
    Duration: See text
    Saving Throw: None
    Spell Resistance: No

    You are really rather pleased with yourself; your preparations were more than adequate for transporting your little realm to the Elemental Plane of Water. Colourful fish swim around you like songbirds as you stroll through your garden of kelp and coral.

    You alter reality itself within your stronghold, casting certain spells to grant it certain planar traits and even the ability to physically move. Immediately after casting enchanted realm you must cast the associated spells (shown below), or the process fails. Each trait has additional special effects. You may cast this spell multiple times and the traits stack or replace each other as you wish. Each trait alters the flora and fauna of your grounds as appropriate. You and the stronghold (including all unattended objects and linked creatures therein) are never harmed by a particular trait.

    Trait Spells Special
    Self-Contained Shape enchanted maze, maze, reverse gravity This trait affects the stronghold building and/or grounds at your option, transforming them into an Escher-like labyrinth and/or making them appear bigger on the inside than the outside. Hostile creatures must succeed on a Intelligence check as for enchanted maze every 10 minutes to avoid getting lost for 1d4 hours in the building or grounds. You and linked creatures gain climb speeds equal to your base land speeds while in the stronghold.
    Air-Dominant fly, overland flight You and linked creatures gain fly speeds equal to twice your base land speeds with perfect maneuverability while in the stronghold. The stronghold itself (grounds and all) gains a fly speed (via wings or levitation) of 5 feet with perfect maneuverability.
    Earth-Dominant move earth, stone shape The stronghold (grounds and all) gains a burrow speed of 5 feet and a land speed (on your choice and number of legs) of 5 feet. Whilst underground the stronghold keeps an air pocket above the grounds and building, making a cavern.
    Fire-Dominant fireball, wall of fire You, linked creatures, and the stronghold itself take no damage from the trait. Covers the stronghold building and/or the grounds at your option.
    Water-Dominant control water, water breathing You and linked creatures can breathe water and gain swim speeds equal to twice your base land speeds while in the stronghold. The stronghold (grounds and all) gains a swim speed of 5 feet (with your choice of fins and/or simply bobbing along in a colossal bubble).
    Minor Positive-Dominant disrupt undead, undeath to death, Covers the stronghold building and/or the grounds at your option.
    Minor Negative-Dominant circle of death, enervation Covers the stronghold building and/or grounds at your option. You and linked creatures take no damage from the trait.

    If your stronghold has the air-dominant, earth-dominant, or water-dominant it gains the ability to move. At your option, either the building sprouts limbs of any number and appearance that you wish (e.g. chicken legs for a cottage, multiple mechanical legs for a keep, fins for a water-dominant tower, etc. or simply no visible limbs at all) and moves alone, or the entire stronghold (including the grounds) moves as one whole. You may direct, halt, or resume the building's movement as a free action and need not concentrate on the movement. The stronghold's grounds and border are always determined from the building's current position, which will most likely terminate linked effects (e.g. spells, creatures, walls) in the old grounds if the building moves to new areas. If the stronghold moves as one whole, linked effects in the grounds are not terminated as they maintain the same distance from the building.

    When you cast this spell to grant an air, death (negative), earth, fire, light (positive), or water trait it gains the descriptor of that type.

    Focus
    A key of the same type as the one you used when creating your stronghold.

    Spoiler: Enchanted Weather
    Show
    Enchanted Weather
    Universal [Stronghold]
    Level: Sor/Wiz 3
    Components: V, S, F
    Casting Time: 7 days
    Range: Anywhere within your stronghold
    Area: See text
    Duration: See text
    Saving Throw: See text
    Spell Resistance: See text

    The storms intensify as your mood darkens. As you observe the interlopers in your crystal ball, you decide to smite them with a few choice lightning bolts.

    This spell grants you control over the weather within your stronghold grounds, allowing you to shroud it with magical mists or other effects as shown below. Immediately after casting enchanted weather you must cast the associated spell, or the process fails. You may suppress or reactivate the weather effect as a full-round action. You may cast this spell multiple times but the effects never stack (the most recent weather effect replaces the older one). Each weather effect is altered as appropriate for the planar traits of your stronghold (e.g. wind effects become strong ocean currents for a stronghold with the water-dominant trait, and mist effects permeate the waters).

    Weather Spells Effect
    Enchanted Mist One of: obscuring mist, fog cloud, stinking cloud, solid fog, cloudkill, mind fog, acid fog, or incendiary cloud As the associated spell. The acid fog has fog cloud properties rather than solid fog properties and the incendiary cloud has smoke dangers.
    Enchanted Blizzard ice storm, sleet storm As a perpetual sleet storm, and hostile creatures are affected as by ice storm every minute.
    Enchanted Elements control weather As the spell save that you may create any weather condition, regardless of the actual season. You may alter, suppress, or reactivate the effect as a standard action (though it takes 10 minutes for the changes to take effect). You may also duplicate the effects of call lightning storm, control winds, ice storm, sleet storm, or whirlwind once per 10 minutes, targeting any creature or area you can see or scry on.

    When you cast this spell to grant an acid, air, cold, electricity, fire, or mind-affecting effect it gains the descriptor of that type.

    Focus
    A key of the same type as the one you used when creating your stronghold.
    Last edited by rferries; 2017-11-03 at 08:09 AM.

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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    No time to go over these, but I love the reference to hancil and Gretel (enchanted architecture)
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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    Quote Originally Posted by NothingAbnormal View Post
    No time to go over these, but I love the reference to hancil and Gretel (enchanted architecture)
    I concur... I don't have time to PEACH but from my quick perusal I love it! I would totally allow all this in my games! It makes it able for the party to have a base of operation and it can even be moved!

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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    under material components you have the deed to the land... I would make this a focus, otherwise the party loses their deed...
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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    First I'd like to say that I am certainly not the best at balancing Homebrew. However I happen to love these spells. I'm currently writing a new Campaign world. It'll likely be the permanent world to run games in. I will certainly include these spells.
    Though I did alter them. I changed the focus and Material components around. It just made much more sense to me.
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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    Whew! Finished a big overhaul (split up some of the spells and added new ones). Sorry I didn't reply earlier, guys.

    I had the deed as a material component to signify that you were never going to sell your stronghold, but you're all correct that it doesn't realllly make sense that way. I may waive the deed entirely (especially if you make a stronghold out in the wilderness or on another plane, where there's no official deed to the land anyways).

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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    Quote Originally Posted by rferries View Post
    Whew! Finished a big overhaul (split up some of the spells and added new ones). Sorry I didn't reply earlier, guys.

    I had the deed as a material component to signify that you were never going to sell your stronghold, but you're all correct that it doesn't realllly make sense that way. I may waive the deed entirely (especially if you make a stronghold out in the wilderness or on another plane, where there's no official deed to the land anyways).
    well, legal wise you might run into a noble taking you to the crown claiming the land... and if you have no deed...
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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    Quote Originally Posted by NothingAbnormal View Post
    well, legal wise you might run into a noble taking you to the crown claiming the land... and if you have no deed...
    That's the point at which you introduce him to your maze of prismatic walls, bwahaha! But fair enough, I'll edit it later. Laptop is in the shop so reduced to mobile for now.

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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    These are excellently worked out, but also seem a tad OP.

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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    Quote Originally Posted by paddyfool View Post
    These are excellently worked out, but also seem a tad OP.
    Thanks! They definitely produce powerful effects, but I took pains to make it so those effects don't really help you. You can't take anything outside your stronghold so it won't help you on your adventures.

    I whipped out the Enchanted Chamber spell, admittedly, so it may have exploits. The "DM approval" clause is therefore essential. :)

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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    Love these! Loved the Hansel and Gretel and Baba Yaga references! I definitely agree w/ USPNate about making the key the component and the deed the focus...

    Some suggestions for expantion:
    1. Maybe, have the spell add a perpetuity clause that prevents the transfer of the deed to anyone who could not cast the spells themself...
    2. Also an additional spell that is required for such a transfer (w/ the ability to be set up as a contingency).
    3. Maybe allow for joint/corporate ownership (guild hall or cabal house)...

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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    Quote Originally Posted by rferries View Post
    Thanks! They definitely produce powerful effects, but I took pains to make it so those effects don't really help you. You can't take anything outside your stronghold so it won't help you on your adventures.

    I whipped out the Enchanted Chamber spell, admittedly, so it may have exploits. The "DM approval" clause is therefore essential. :)
    One thing that sometimes helps is saying what your end-goal is, which gives people a chance to respond and evaluate how well they think you're meeting the objective you set for yourself. Whether it's a power-adjustment, or giving your players a new tool to work with, or something story-related, etc. For example, you say this is for flavor, but it creates permanent structures (AFAICT); as something high-level characters can do to affect the gameworld, that's something that shouldn't be underestimated.
    Quote Originally Posted by Rater202 View Post
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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    Quote Originally Posted by Ranged Ranger View Post
    Love these! Loved the Hansel and Gretel and Baba Yaga references! I definitely agree w/ USPNate about making the key the component and the deed the focus...

    Some suggestions for expantion:
    1. Maybe, have the spell add a perpetuity clause that prevents the transfer of the deed to anyone who could not cast the spells themself...
    2. Also an additional spell that is required for such a transfer (w/ the ability to be set up as a contingency).
    3. Maybe allow for joint/corporate ownership (guild hall or cabal house)...
    Good suggestions, I'm in the middle of exams now so I'll incorporate them and the other ones when I get the chance.

    Quote Originally Posted by Deepbluediver View Post
    One thing that sometimes helps is saying what your end-goal is, which gives people a chance to respond and evaluate how well they think you're meeting the objective you set for yourself. Whether it's a power-adjustment, or giving your players a new tool to work with, or something story-related, etc. For example, you say this is for flavor, but it creates permanent structures (AFAICT); as something high-level characters can do to affect the gameworld, that's something that shouldn't be underestimated.
    An excellent piece of advice, however I think I'm safe here. I can add a clause that the spells "can't be duplicated via a magic item" etc. to close loopholes but in general they don't have combat utility, due to the casting time and other requirements, and out-of-combat utility is generally limited to the stronghold environs (which you presumably established out in the middle of nowhere anyways). It's not really possible to lay siege to an enemy castle by establishing a maze of walls of fire etc - if you get through the casting time while in enemy territory, you've earned the right to do so.

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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    These look really interesting!

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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    Not sure how I didn't catch this before... Casting time 24 hours? Shouldn't this spell have a ritual descriptor? Even under ideal circumstances, I doubt anyone could maintain focus on a spell that long...

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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    Changed the material components into an additional focus, and added "Relinquish Stronghold" for transferring ownership or starting a guild.

    Quote Originally Posted by Ranged Ranger View Post
    Not sure how I didn't catch this before... Casting time 24 hours? Shouldn't this spell have a ritual descriptor? Even under ideal circumstances, I doubt anyone could maintain focus on a spell that long...
    There's precedent for 24-hour casting times in 3.5 (see hallow etc.).

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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    WOOT!

    For Magician's Mansion and Archwizard's Castle you still have the material components.

    Since there are places where a deed (or other document showing legal ownership) may not be available, how about requiring a document "appropriate to the situation showing legitimate ownership, such as a deed, homestead claim, etc." Leave it to the DM to decide if the document is situationally legitimate and therefore sufficient for to make the spells work.

    For the enhancement spells, where you require as focus a key of the same type as was used to create the keep, I'd say the very same key must be used, or a properly enchanted duplicate. Perhaps go so far as to say that the key must be in the owner's possession to operate many of the other features, i.e. those things that can be changed and reconfigured daily. Add a new spell to create duplicate keys for new co-owners or for a spare. (Recovering some uber-wizard's stolen key could make for a nice plot hook.)

    For Relinquish Stronghold, I suggest a variant of the guild option whereby two (or more) wizards who each have a stronghold could have joint ownership of both by casting simultaneously. I picture a pair of wizards marrying, or establishing a guild with several wide-spread guild halls accessible to all.

    I suggest that the CL bonus while inside the keep should exclude spells in this series. Otherwise you get some weird effects that I assume are not intentional. (Jumping between such keeps would be a perfect application for the teleportal feature.)

    So, now I'm thinking about an NPC keep builder PRC. Witch's Cottage is the prereq, and the class grants access to the other spells in the sequence at each new class level, rather than every four levels for a wizard, in return for getting basically no other spell advancement. Some Knowledge or Profession ranks in architecture or construction should also be a prereq, but the class would then provide more such ranks at an accelerated rate. One could make a darned good living by reaching fifth level as a wizard and learning Witch's Cottage then switching to Keep Builder to get the other spells in a hurry, going about constructing these things for nobles and high level non-casters. They can't use all the features as well as a wizard could, but it'd still be both really useful and a great status symbol. There are lots of details to work out for such a class; I'll give it a shot.
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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    Quote Originally Posted by jqavins View Post
    WOOT!

    For Magician's Mansion and Archwizard's Castle you still have the material components.

    Since there are places where a deed (or other document showing legal ownership) may not be available, how about requiring a document "appropriate to the situation showing legitimate ownership, such as a deed, homestead claim, etc." Leave it to the DM to decide if the document is situationally legitimate and therefore sufficient for to make the spells work.

    For the enhancement spells, where you require as focus a key of the same type as was used to create the keep, I'd say the very same key must be used, or a properly enchanted duplicate. Perhaps go so far as to say that the key must be in the owner's possession to operate many of the other features, i.e. those things that can be changed and reconfigured daily. Add a new spell to create duplicate keys for new co-owners or for a spare. (Recovering some uber-wizard's stolen key could make for a nice plot hook.)

    For Relinquish Stronghold, I suggest a variant of the guild option whereby two (or more) wizards who each have a stronghold could have joint ownership of both by casting simultaneously. I picture a pair of wizards marrying, or establishing a guild with several wide-spread guild halls accessible to all.

    I suggest that the CL bonus while inside the keep should exclude spells in this series. Otherwise you get some weird effects that I assume are not intentional. (Jumping between such keeps would be a perfect application for the teleportal feature.)

    So, now I'm thinking about an NPC keep builder PRC. Witch's Cottage is the prereq, and the class grants access to the other spells in the sequence at each new class level, rather than every four levels for a wizard, in return for getting basically no other spell advancement. Some Knowledge or Profession ranks in architecture or construction should also be a prereq, but the class would then provide more such ranks at an accelerated rate. One could make a darned good living by reaching fifth level as a wizard and learning Witch's Cottage then switching to Keep Builder to get the other spells in a hurry, going about constructing these things for nobles and high level non-casters. They can't use all the features as well as a wizard could, but it'd still be both really useful and a great status symbol. There are lots of details to work out for such a class; I'll give it a shot.
    Whoops thanks, fixed.

    The document is fine as-is, I think. If it's unclaimed territory just claim it in your own name and that should be sufficiently "legal".

    The key being uniquely enchanted is a cool idea, but it's meant to be more symbolic - the wizard has a spiritual connection to their domain so they can command it through sheer willpower. Plus, even if such a key was lost the wizard could just re-cast the stronghold spell rather than questing to get the key back.

    For joint ownership the two wizards should share the same Stronghold, IMHO, just just retain their own strongholds and visit each other.

    I hadn't thought about the CL affecting the stronghold spells, but I think that's ok too. There aren't any recursive loops, just minor benefits if you load up on buffs before leaving the stronghold.

    The prestige class sounds awesome! I'd even give them full casting, with the proviso that they take severe penalties when outside their stronghold. I look forward to seeing it :)

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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    One thing I noticed, for the descriptions you have "Duration: See text" then the text doesn't say, I assumed permanent/instantaneous?

    Also, are walls of fire etc solid with this spell? Otherwise you could charge through some of the effects... especially with something to ward against the fire damage...
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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    Quote Originally Posted by rferries View Post
    I hadn't thought about the CL affecting the stronghold spells, but I think that's ok too. There aren't any recursive loops, just minor benefits if you load up on buffs before leaving the stronghold.
    I was thinking of the effects like range of the keep spells. Since they expand with level, your boundary is further out when you're in your keep than when you're away from it. So, cross the line and suddenly said line is a hundred feet behind you. What if you've created the outer wall with Enchanted Architecture? Does it move? That's the one that jumped out at me, and I'd expect other surprises like it once the spells go into use.

    As for the PRC, full casting while inside her own keep is fine, but minor since the idea is someone who builds keeps for other people. Full casting all the time plus early access to the building spells would be abusive.
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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    Spoiler: off topic
    Show

    Hey jqavins, (if you do make the PrC) you should have them be able to create "back doors" so they can infilitrate castles etc they made

    You could also give them the ability to keep the benefits of strongholds they made and transferred... maybe as a capstone?

    Sorry for the tangent!
    Last edited by NothingAbnormal; 2017-10-26 at 10:41 AM.
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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    Quote Originally Posted by NothingAbnormal View Post
    Hey jqavins, (if you do make the PrC) you should have them be able to create "back doors" so they can infilitrate castles etc they made

    You could also give them the ability to keep the benefits of strongholds they made and transferred... maybe as a capstone?
    To quote Mirror Spock, "I shall consider it."
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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    How does this stack with spells that let you create demi planes? you know like Genesis and other said spells that create your own little reality. Would casting this since you are technically the create of the plane also automatically rule you the ruler/owner of the area and expand to match the original space of the spell that created the demi plane? Or would you have to spam the spell till it matches the range?

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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    But you can't spam it; you can only have one at a time. Making a second one makes the first disappear. But it's a neat idea, putting your keep on a private demi-plane. Now that's security.
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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    Quote Originally Posted by jqavins View Post
    But you can't spam it; you can only have one at a time. Making a second one makes the first disappear. But it's a neat idea, putting your keep on a private demi-plane. Now that's security.
    I miss read and thought the size clause for the level nine version of this was on all of them where multiple castings of the spell increases the flat range of it. Still would a spell that creates a demi plane be able to be attached to this spell line? So would attaching one cause a planeshift effect or would you have your own demi plane inside of the aoe of the spell which would in a way cause you to have your own on plane demi plane that causes the area inside the effected area of the cottage spell to be bigger then the area it takes up in the real world? Like the tartus from doctor who.

  26. - Top - End - #26
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    OldWizardGuy

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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    Quote Originally Posted by NothingAbnormal View Post
    One thing I noticed, for the descriptions you have "Duration: See text" then the text doesn't say, I assumed permanent/instantaneous?

    Also, are walls of fire etc solid with this spell? Otherwise you could charge through some of the effects... especially with something to ward against the fire damage...
    Aaargh I knew I forgot something. Rather than rewrite each of the enhancement spells individually I've put a note at the top about them being linked to the stronghold (e.g. walls from enchanted architecture last indefinitely, but vanish if removed from the grounds or if the stronghold building flies off and leaves them behind via enchanted realm).

    The walls aren't solid so that's a risk you take against fire-immune creatures. Note that a fiery maze takes long enough to navigate that resist energy and protection from energy probably won't do the job, even if you barrel straight through (unless you fly or can see the building you won't know which direction to run through the maze anyways). Otherwise it's a very deadly maze against most enemies!

    Quote Originally Posted by jqavins View Post
    I was thinking of the effects like range of the keep spells. Since they expand with level, your boundary is further out when you're in your keep than when you're away from it. So, cross the line and suddenly said line is a hundred feet behind you. What if you've created the outer wall with Enchanted Architecture? Does it move? That's the one that jumped out at me, and I'd expect other surprises like it once the spells go into use.

    As for the PRC, full casting while inside her own keep is fine, but minor since the idea is someone who builds keeps for other people. Full casting all the time plus early access to the building spells would be abusive.
    I had originally liked the idea of the grounds expanding whenever the master is at home, but you're right that it's inelegant. I've added a clause that the caster level bonus always applies to [Stronghold] effects (even while you're outside it).

    Quote Originally Posted by Holya View Post
    How does this stack with spells that let you create demi planes? you know like Genesis and other said spells that create your own little reality. Would casting this since you are technically the create of the plane also automatically rule you the ruler/owner of the area and expand to match the original space of the spell that created the demi plane? Or would you have to spam the spell till it matches the range?
    You'd have to spam genesis to benefit from the full range of the grounds etc. (since a genesis plane has finite borders). Create demiplane in Pathfinder was an inspiration for these spells (e.g. the traits you can assign), in 3.5 it's not clearly defined what you can and can't do so these spells are more specific.

    Quote Originally Posted by jqavins View Post
    But you can't spam it; you can only have one at a time. Making a second one makes the first disappear. But it's a neat idea, putting your keep on a private demi-plane. Now that's security.
    Indeed!

    Quote Originally Posted by Holya View Post
    I miss read and thought the size clause for the level nine version of this was on all of them where multiple castings of the spell increases the flat range of it. Still would a spell that creates a demi plane be able to be attached to this spell line? So would attaching one cause a planeshift effect or would you have your own demi plane inside of the aoe of the spell which would in a way cause you to have your own on plane demi plane that causes the area inside the effected area of the cottage spell to be bigger then the area it takes up in the real world? Like the tartus from doctor who.
    That's a cool idea (the TARDIS effect). I've edited the Self-Contained Shape option from enchanted realm to allow for that if the wizard so desires. Otherwise, I don't think there's a need for a separate planar spell - just create a plane with genesis, then use planeshift (as a linked spell) to shift your stronghold to that plane.


    Thanks for feedback everyone!

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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    OK, here's the promised prestige class.

    Spoiler: Stronghold Builder
    Show
    Stronghold BuilderThe stronghold builder is a master of a special group of spells that allow him to create buildings and grounds with an amazing range of special qualities and abilities. The Stronghold Builder gains early access to high level spells in this series, in return for sharply reduced casting in general. Such a person creates wondrous and spectacular homes, keeps, strongholds, and estates for the rich and powerful, who pay handsomely for them.
    Hit Die: d4

    Prerequisites

    To qualify to become a stronghold builder, a character must meet the following criteria.

    Skills:
    Knowledge or Profession (any building related) 7 ranks

    Special:
    Wizard level 4
    At fourth level (or higher) a wizard (if she has the proper skill[s]) may, upon gaining another character level, choose to become a stronghold builder rather than taking the next level of wizard.

    Class Skills

    The stronghold builder’s class skills (and the key ability for each) are concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually, Int), Profession (Wis), and Spellcraft (Int).

    Skill Points at Each Level:
    2 + Int modifier

    Class Features

    All of the following are class features of the stronghold builder.

    Table 1: The Stronghold Builder

    Level Special Spells per Day
    1st 2nd 3rd 4th
    1st Contractor; + 4 skill points 2 2 2 2
    2nd Wizard bonus feat; +4 skill points 3 3 3 3
    3rd +4 skill points 3 3 3 3
    4th +4 skill points 3 3 3 3
    5th +4 skill points 4 4 4 4
    6th Wizard bonus feat; +4 skill points 4 4 4 4
    7th +4 skill points 4 4 4 4
    8th +4 skill points 4 4 4 4
    9th +4 skill points 4 4 4 4
    10th +4 skill points 4 4 4 4
    11th Wizard bonus feat; +4 skill points 4 4 4 4
    12th +4 skill points 4 4 4 4
    13th +4 skill points 4 4 4 4
    14th +4 skill points 4 4 4 4
    15th +4 skill points 4 4 4 4
    16th Wizard bonus feat; +4 skill points 4 4 4 4
    BAB and Saves: For attacks and saving throws, the stronghold builder’s levels are added to her wizard levels, and the wizard table is used.

    Weapon and Armor Proficiency:
    As wizard.

    Contractor:
    If you have a signed, legal (or otherwise binding) contract with a customer to build a stronghold, you may do so without sacrificing your own stronghold. When casting the stronghold creation spells for a customer, you must include the contract as an additional focus item.

    Extra Skill Points:
    At each level, the stronghold builder gains four extra skill points that may be spent on any Knowledge or Profession skill related to construction or architecture. These points are in addition to the skill points gained at each level (2 + Int modifier) and may be applied in excess of the usual limit on points in a skill per level.

    Spellcasting:
    The stronghold builder gains access to a small range of spells from the wizard spell list that would otherwise be well beyond his level. In return for this ability, he looses access to all other spells, except when he is within his own wizard’s stronghold.
    The stronghold builder always knows all the spells from the stronghold builder list, Table 2 appropriate to her level. Outside of her own stronghold, the stronghold builder can cast spells each day as per Table 1 (in addition to those she may cast from wizard levels).
    Inside his stronghold, he casts spells as a wizard whose levels are equal to his actual wizard level plus his stronghold builder level, in addition to the stronghold builder spells.

    Table 2: Stronghold Builder Spells

    1st Level Spells 2nd Level Spells 3rd Level Spells 4th Level Spells
    Witch’s Cottage
    Relinquish Stronghold
    Enchanted Architecture
    Enchanted Aura
    Enchanted Chamber
    Enchanted Garden
    Enchanted Mote
    Enchanted Weather
    Backup Key
    Disrupt Undead1
    Alarm1
    Charm Person1
    Obscuring Mist1
    Fog Cloud1
    Glitterdust1
    Hypnotic Pattern1
    Spectral Hand1
    Deep Slumber1
    Explosive Runes1
    Fireball1
    Fly1
    Magic Circle Against Chaos/Evil/Good/Law1
    Sepia Snake Sigil1
    Sleet Storm1
    Stinking Cloud1
    Water Breathing1
    Wind Wall1
    Wizard’s Tower
    Transfer Stronghold
    Enchanted Barrier
    Enchanted Maze
    Enchanted Realm
    Replacement Key
    Bestow Curse1
    Charm Monster1
    Confusion1
    Contagion1
    Crushing Despair1
    Enervation1
    Fear1
    Fire Trap1
    Hallucinatory Terrain1
    Ice Storm1
    Minor Creation1
    Rainbow Pattern1
    Solid Fog1
    Stone Shape
    Wall Of Fire1
    Wall Of Ice1
    Wall of Stone
    Cloudkill1
    Fabricate1
    Mage's Faithful Hound1
    Mage's Private Sanctum1
    Major Creation1
    Overland Flight1
    Seeming1
    Teleport1
    Wall Of Force1
    Magician’s Mansion
    Bequeath Stronghold
    Acid Fog1
    Antimagic Field1
    Circle Of Death1
    Control Water1
    Flesh To Stone1
    Guards And Wards1
    Mind Fog1
    Mirage Arcana1
    Move Earth1
    Repulsion1
    Shadow Walk1
    Stone To Flesh1
    Veil1
    Wall Of Iron
    Control Weather1
    Forcecage1
    Greater Teleport1
    Mage's Sword1
    Plane Shift1
    Reverse Gravity1
    Undeath To Death1
    Archwizard’s Castle
    Antipathy1
    Incendiary Cloud1
    Maze1
    Polymorph Any Object1
    Prismatic Wall1
    Scintillating Pattern1
    Sympathy1
    Gate1
    Prismatic Sphere1
    Teleportation Circle1
    1. These spells can only be used in association with stronghold building.

    Many of the features of the dwellings enchanted by the stronghold creation spells can be controlled by the wizards who live in them, for example, the changing of the furnishings, and the directing of the minions. When the stronghold builder creates a stronghold for a customer who is not a wizard or sorcerer, that customer receives help in controlling these features. The stronghold creation spells all require a key as a focus. Ordinarily, any key of the appropriate type may be used, but when the customer is not an arcane full caster, the builder must use the same key for all spells employed, and that key becomes enchanted to provide the proud owner with the ability to control the features of his abode.
    Spell Research: The stronghold builder may learn other wizard spells and craft alterations to the stronghold building spells in order to incorporate them either into the stronghold’s defenses, structure, and decorations, or for use by the owner later. Creating the altered creation spell is a spell research activity, though with an improved chance of success and shortened time and cost. The spell to be included may be one that is accessible based on wizard levels, but if it is not then it must be created as special stronghold builder spell as standard spell research.

    Spells researched in this way might include, for example, Hold Person as a defense, and Clairvoyance/Clairaudience as a capability for later use.

    New Spells


    Backup Key
    Enchantment

    Level:
    Stronghold Builder 1
    Components: V, S, F
    Casting Time: One standard action
    Range: Touch
    Area: The key to be enchanted
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    By means of this spell, you copy the enchantment from the key used in creating a stronghold for your customer to a second key of the same type. The customer may use the two keys interchangeably, or keep one safe as a backup. The focus objects for the spell are the deed, the contract, and the original key.

    Replacement Key
    Enchantment

    Level:
    Stronghold Builder 2
    Components: V, S, F
    Casting Time: One standard action
    Range: Touch
    Area: The key to be enchanted
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    With this spell, you recreate the enchantment of a lost key on a replacement key of the same type. The focus objects are the deed to the stronghold and the original construction contract. (Note, stronghold builders often charge customers more for the use of this spell than the spell level and caster level would ordinarily demand.)

    Transfer Stronghold
    Enchantment

    Level:
    Stronghold Builder 2
    Components: V, S, F
    Casting Time: One hour
    Range: Touch
    Area: The key to be enchanted
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    Because many of their customers can’t cast Relinquish Stronghold, stronghold builders have developed this spell to use on their behalf. The current owner and the new owner must both take part in the casting. The focus objects are the deed and the key.

    Bequeath Stronghold
    Enchantment

    Level:
    Stronghold Builder 3
    Components: V, S, F
    Casting Time: One hour
    Range: Touch
    Area: The key to be enchanted
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    Only stronghold builders know the secret to this spell, so for this service even wizards may be their customers. The owner of a stronghold may designate an heir, and draw up a legal document attesting to the choice. This document is either the owner’s will or a codicil thereunto. The owner must participate in the casting of the spell, after which the new document carries the magic until the owner’s death. Upon the owner’s death, the document must be officially read within seven days or the magic fades and the stronghold is destroyed. (See Witch’s Cottage.)The focus objects are the deed, the key, and the new document.
    Last edited by jqavins; 2017-11-05 at 05:20 PM.
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  28. - Top - End - #28
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    NecromancerGirl

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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    PEACH it tomorrow, got other things (IRL) going on atm, but at a quick glimpse it looks lovely!
    Homebrew: If it is mine feel free to PEACH Feel free to use it, I would love to hear how it went!

    Renegade Hippie DM in the Playground

    Extended Sig


    "Don't want to let you down,
    But I am, hell bound..."


    Prestige Class Contest 3.X, It's The Little Things

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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    That prestige class is bizarre, to say the least. You can't enter it until 5th, due to the 7 ranks requirement, and if they're supposed to be substitution levels (hence the 16 level PrC!), then there's no point providing separate attack or save bonuses.

    Moreover, what skills do you envisage as being so useful as being so useful that you can potentially invest 64 points in them (above level caps!), other than Craft (construction), which you don't mention at all, Knowledge (engineering) or Profession (architect)? Why not just give one bonus rank in those three skills per class level and leave it at that?

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    OldWizardGuy

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    Default Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)

    Quote Originally Posted by jqavins View Post
    OK, here's the promised prestige class.

    Spoiler: Stronghold Builder
    Show
    Stronghold BuilderThe stronghold builder is a master of a special group of spells that allow him to create buildings and grounds with an amazing range of special qualities and abilities. The Stronghold Builder gains early access to high level spells in this series, in return for sharply reduced casting in general. Such a person creates wondrous and spectacular homes, keeps, strongholds, and estates for the rich and powerful, who pay handsomely for them.
    Hit Die: d4

    Prerequisites

    To qualify to become a stronghold builder, a character must meet the following criteria.

    Skills:
    Knowledge or Profession (any building related) 7 ranks

    Special:
    Wizard level 4
    At fourth level (or higher) a wizard (if she has the proper skill[s]) may, upon gaining another character level, choose to become a stronghold builder rather than taking the next level of wizard.

    Class Skills

    The stronghold builder’s class skills (and the key ability for each) are concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually, Int), Profession (Wis), and Spellcraft (Int).

    Skill Points at Each Level:
    2 + Int modifier

    Class Features

    All of the following are class features of the stronghold builder.

    Table 1: The Stronghold Builder

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
    1st 2nd 3rd 4th
    1st +0 +0 +0 +1 Contractor; + 4 skill points 2 2 2 2
    2nd +1 +0 +0 +1 Wizard bonus feat; +4 skill points 3 3 3 3
    3rd +1 +1 +1 +2 +4 skill points 3 3 3 3
    4th +2 +1 +1 +2 +4 skill points 3 3 3 3
    5th +2 +1 +1 +3 +4 skill points 4 4 4 4
    6th +3 +2 +2 +3 Wizard bonus feat; +4 skill points 4 4 4 4
    7th +3 +2 +2 +4 +4 skill points 4 4 4 4
    8th +4 +2 +2 +4 +4 skill points 4 4 4 4
    9th +4 +3 +3 +5 +4 skill points 4 4 4 4
    10th +5 +3 +3 +5 +4 skill points 4 4 4 4
    11th +5 +3 +3 +6 Wizard bonus feat; +4 skill points 4 4 4 4
    12th +6/+1 +4 +4 +6 +4 skill points 4 4 4 4
    13th +6/+1 +4 +4 +7 +4 skill points 4 4 4 4
    14th +7/+2 +4 +4 +7 +4 skill points 4 4 4 4
    15th +7/+2 +5 +5 +8 +4 skill points 4 4 4 4
    16th +8/+3 +5 +5 +8 Wizard bonus feat; +4 skill points 4 4 4 4

    Weapon and Armor Proficiency:
    As wizard.

    Contractor:
    At first level, the stronghold builder gains Contractor as a bonus feat.

    Extra Skill Points:
    At each level, the stronghold builder gains four extra skill points that may be spent on any Knowledge or Profession skill related to construction or architecture. These points are in addition to the skill points gained at each level (2 + Int modifier) and may be applied in excess of the usual limit on points in a skill per level.

    Spellcasting:
    The stronghold builder gains access to a small range of spells from the wizard spell list that would otherwise be well beyond his level. In return for this ability, he looses access to all other spells, except when he is within his own wizard’s stronghold.
    The stronghold builder always knows all the spells from the stronghold builder list, Table 2 appropriate to her level. Outside of her own stronghold, the stronghold builder can cast spells each day as per Table 1 (in addition to those she may cast from wizard levels).
    Inside his stronghold, he casts spells as a wizard whose levels are equal to his actual wizard level plus his stronghold builder level, in addition to the stronghold builder spells.

    Table 2: Stronghold Builder Spells

    1st Level Spells 2nd Level Spells 3rd Level Spells 4th Level Spells
    Witch’s Cottage
    Relinquish Stronghold
    Enchanted Architecture
    Enchanted Aura
    Enchanted Chamber
    Enchanted Garden
    Enchanted Mote
    Enchanted Weather
    Backup Key
    Disrupt Undead1
    Alarm1
    Charm Person1
    Obscuring Mist1
    Fog Cloud1
    Glitterdust1
    Hypnotic Pattern1
    Spectral Hand1
    Deep Slumber1
    Explosive Runes1
    Fireball1
    Fly1
    Magic Circle Against Chaos/Evil/Good/Law1
    Sepia Snake Sigil1
    Sleet Storm1
    Stinking Cloud1
    Water Breathing1
    Wind Wall1
    Wizard’s Tower
    Transfer Stronghold
    Enchanted Barrier
    Enchanted Maze
    Enchanted Realm
    Replacement Key
    Bestow Curse1
    Charm Monster1
    Confusion1
    Contagion1
    Crushing Despair1
    Enervation1
    Fear1
    Fire Trap1
    Hallucinatory Terrain1
    Ice Storm1
    Minor Creation1
    Rainbow Pattern1
    Solid Fog1
    Stone Shape
    Wall Of Fire1
    Wall Of Ice1
    Wall of Stone
    Cloudkill1
    Fabricate1
    Mage's Faithful Hound1
    Mage's Private Sanctum1
    Major Creation1
    Overland Flight1
    Seeming1
    Teleport1
    Wall Of Force1
    Magician’s Mansion
    Bequeath Stronghold
    Acid Fog1
    Antimagic Field1
    Circle Of Death1
    Control Water1
    Flesh To Stone1
    Guards And Wards1
    Mind Fog1
    Mirage Arcana1
    Move Earth1
    Repulsion1
    Shadow Walk1
    Stone To Flesh1
    Veil1
    Wall Of Iron
    Control Weather1
    Forcecage1
    Greater Teleport1
    Mage's Sword1
    Plane Shift1
    Reverse Gravity1
    Undeath To Death1
    Archwizard’s Castle
    Antipathy1
    Incendiary Cloud1
    Maze1
    Polymorph Any Object1
    Prismatic Wall1
    Scintillating Pattern1
    Sympathy1
    Gate1
    Prismatic Sphere1
    Teleportation Circle1
    1. These spells can only be used in association with stronghold building.

    Many of the features of the dwellings enchanted by the stronghold creation spells can be controlled by the wizards who live in them, for example, the changing of the furnishings, and the directing of the minions. When the stronghold builder creates a stronghold for a customer who is not a wizard or sorcerer, that customer receives help in controlling these features. The stronghold creation spells all require a key as a focus. Ordinarily, any key of the appropriate type may be used, but when the customer is not an arcane full caster, the builder must use the same key for all spells employed, and that key becomes enchanted to provide the proud owner with the ability to control the features of his abode.

    New Feats

    Contractor [General]
    You can create a stronghold for another, even though you have one of your own.

    Prerequisites:
    Stronghold Builder

    Benefit:
    If you have a signed, legal (or otherwise binding) contract with a customer to build a stronghold, you may do so without sacrificing your own stronghold. When casting the stronghold creation spells for a customer, you must include the contract as an additional focus item.

    Special:
    A stronghold builder gains this feat automatically at first level.

    New Spells

    Backup Key
    Enchantment

    Level:
    Stronghold Builder 1
    Components: V, S, F
    Casting Time: One standard action
    Range: Touch
    Area: The key to be enchanted
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    By means of this spell, you copy the enchantment from the key used in creating a stronghold for your customer to a second key of the same type. The customer may use the two keys interchangeably, or keep one safe as a backup. The focus objects for the spell are the deed, the contract, and the original key.

    Replacement Key
    Enchantment

    Level:
    Stronghold Builder 2
    Components: V, S, F
    Casting Time: One standard action
    Range: Touch
    Area: The key to be enchanted
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    With this spell, you recreate the enchantment of a lost key on a replacement key of the same type. The focus objects are the deed to the stronghold and the original construction contract. (Note, stronghold builders often charge customers more for the use of this spell than the spell level and caster level would ordinarily demand.)

    Transfer Stronghold
    Enchantment

    Level:
    Stronghold Builder 2
    Components: V, S, F
    Casting Time: One hour
    Range: Touch
    Area: The key to be enchanted
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    Because many of their customers can’t cast Relinquish Stronghold, stronghold builders have developed this spell to use on their behalf. The current owner and the new owner must both take part in the casting. The focus objects are the deed and the key.

    Bequeath Stronghold
    Enchantment

    Level:
    Stronghold Builder 3
    Components: V, S, F
    Casting Time: One hour
    Range: Touch
    Area: The key to be enchanted
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    Only stronghold builders know the secret to this spell, so for this service even wizards may be their customers. The owner of a stronghold may designate an heir, and draw up a legal document attesting to the choice. This document is either the owner’s will or a codicil thereunto. The owner must participate in the casting of the spell, after which the new document carries the magic until the owner’s death. Upon the owner’s death, the document must be officially read within seven days or the magic fades and the stronghold is destroyed. (See Witch’s Cottage.)The focus objects are the deed, the key, and the new document.
    Wow, great work!

    Quote Originally Posted by Caelestion View Post
    That prestige class is bizarre, to say the least. You can't enter it until 5th, due to the 7 ranks requirement, and if they're supposed to be substitution levels (hence the 16 level PrC!), then there's no point providing separate attack or save bonuses.

    Moreover, what skills do you envisage as being so useful as being so useful that you can potentially invest 64 points in them (above level caps!), other than Craft (construction), which you don't mention at all, Knowledge (engineering) or Profession (architect)? Why not just give one bonus rank in those three skills per class level and leave it at that?
    It could use some minor edits as you suggest, but as it's pretty clearly intended as an NPC class I think it's fine overall.

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