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2017-09-28, 06:56 PM (ISO 8601)
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- Apr 2017
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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
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: MinionsYour 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: MagicYour 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
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 Wallsalarm, 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 Effectsantimagic 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
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 MansionMagician'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 CastleArchwizard'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 StrongholdRelinquish 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 ArchitectureEnchanted 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.
1Whenever you cannibalise a juvenile member of your race that has consumed some of this material, add 10 years to your maximum lifespan.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
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 AuraEnchanted 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.
1Add an additional save for each additional casting of archwizard's castle on the same stronghold.Stronghold # of Saves witch's cottage 1 wizard's tower 2 mage's mansion 3 archwizard's castle 41
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 BarrierEnchanted 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.
1Wind strength is determined as for control winds.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
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 ChamberEnchanted 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: Chambers1The room grants a circumstance bonus equal to your caster level on the relevant skill checks made here.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.
Focus
A key of the same type as the one you used when creating your stronghold.
Spoiler: Enchanted GardenEnchanted 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 MazeEnchanted 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.
1Increase the DC by +2 for each additional casting of archwizard's castle on the same stronghold.Stronghold Maze DC witch's cottage 18 wizard's tower 20 mage's mansion 22 archwizard's castle 241
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 MoatEnchanted 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 RealmEnchanted 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 WeatherEnchanted 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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2017-09-28, 08:27 PM (ISO 8601)
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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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2017-09-29, 05:01 PM (ISO 8601)
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Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)
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2017-09-30, 07:47 PM (ISO 8601)
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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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2017-10-01, 06:07 PM (ISO 8601)
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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.I judge all zip codes. I sort accordingly. With out me there are only miss-sorts. Chaos would envelope the logistics world.
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2017-10-02, 09:51 AM (ISO 8601)
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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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2017-10-02, 10:56 AM (ISO 8601)
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Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)
Homebrew: If it is mine feel free to PEACH and/or use it.
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Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.
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2017-10-02, 06:19 PM (ISO 8601)
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Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)
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2017-10-03, 08:30 AM (ISO 8601)
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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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2017-10-03, 08:46 AM (ISO 8601)
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Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)
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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2017-10-23, 07:21 PM (ISO 8601)
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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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2017-10-23, 08:51 PM (ISO 8601)
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Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)
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.
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2017-10-24, 04:52 AM (ISO 8601)
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Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)
Good suggestions, I'm in the middle of exams now so I'll incorporate them and the other ones when I get the chance.
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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2017-10-24, 06:29 PM (ISO 8601)
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Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)
These look really interesting!
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2017-10-25, 11:45 AM (ISO 8601)
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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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2017-10-25, 12:16 PM (ISO 8601)
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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.
There's precedent for 24-hour casting times in 3.5 (see hallow etc.).
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2017-10-25, 08:36 PM (ISO 8601)
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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.-- Joe“Shared pain is diminished. Shared joy is increased.”-- Spider RoninsonAnd shared laughter is magical
Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
You are completely welcome to use anything I post here, or I wouldn't post it.
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2017-10-26, 02:50 AM (ISO 8601)
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Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)
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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2017-10-26, 06:57 AM (ISO 8601)
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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...Homebrew: If it is mine feel free to PEACH and/or use it.
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2017-10-26, 10:35 AM (ISO 8601)
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Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)
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.-- Joe“Shared pain is diminished. Shared joy is increased.”-- Spider RoninsonAnd shared laughter is magical
Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
You are completely welcome to use anything I post here, or I wouldn't post it.
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2017-10-26, 10:40 AM (ISO 8601)
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Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)
Spoiler: off topic
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 Westhart; 2017-10-26 at 10:41 AM.
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Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.
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2017-10-26, 12:03 PM (ISO 8601)
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Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)
-- Joe“Shared pain is diminished. Shared joy is increased.”-- Spider RoninsonAnd shared laughter is magical
Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
You are completely welcome to use anything I post here, or I wouldn't post it.
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2017-10-26, 04:40 PM (ISO 8601)
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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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2017-10-26, 06:07 PM (ISO 8601)
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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.
-- Joe“Shared pain is diminished. Shared joy is increased.”-- Spider RoninsonAnd shared laughter is magical
Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
You are completely welcome to use anything I post here, or I wouldn't post it.
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2017-10-26, 08:09 PM (ISO 8601)
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Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)
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.
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2017-10-29, 09:34 AM (ISO 8601)
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Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)
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!
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).
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.
Indeed!
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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2017-10-31, 10:56 PM (ISO 8601)
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Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)
OK, here's the promised prestige class.
Spoiler: Stronghold BuilderStronghold 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
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.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
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 Wall1Wizard’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 Force1Magician’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 Death1Archwizard’s Castle
Antipathy1
Incendiary Cloud1
Maze1
Polymorph Any Object1
Prismatic Wall1
Scintillating Pattern1
Sympathy1
Gate1
Prismatic Sphere1
Teleportation Circle11. 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.
-- Joe“Shared pain is diminished. Shared joy is increased.”-- Spider RoninsonAnd shared laughter is magical
Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
You are completely welcome to use anything I post here, or I wouldn't post it.
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2017-10-31, 11:07 PM (ISO 8601)
- Join Date
- Dec 2016
- Location
- Hunting "Yonder."
- Gender
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 and/or use it.
Extended Signature
Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.
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2017-11-01, 05:03 AM (ISO 8601)
- Join Date
- Jan 2005
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- Baator (aka Britain)
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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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2017-11-01, 07:02 AM (ISO 8601)
- Join Date
- Apr 2017
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- Vancouver <-> Dublin
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Re: Witch's Cottage up to Archwizard's Castle (spells to become a stronghold builder)