Magic Castle (True Dweomer): Difference between revisions

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: You conjure up an [[extradimensional]] dwelling that has up to two entrances on the plane from which the spell was cast. Typically, one entrance is unconcealed, while the other is placed nearby (within Medium range of the public door, line of effect is needed in the cast-from plane between the two doors) and hidden. To find the hidden entrance, enemies must know to look for it, requiring an active perception check against the result of a [[Caster Check]] (a bailiwick skill roll) made by the caster as the Vis Viva is cast. Note that City Watch and most alert guards automatically perform active checks as part of their duties in areas they can perceive! Clever adventurers will doubtless think of many ways to use this effect. This spell can be cast from any plane, even inside a Demi-Plane created by the same caster, or a different caster. The duration can be extended for additional years by casting the spell again immediately upon arising from a full rest, if desired, and it can be extended in this way from the 'inside'.  
: You conjure up an [[extradimensional]] dwelling that has up to two entrances on the plane from which the spell was cast. Typically, one entrance is unconcealed, while the other is placed nearby (within Medium range of the public door, line of effect is needed in the cast-from plane between the two doors) and hidden. To find the hidden entrance, enemies must know to look for it, requiring an active perception check against the result of a [[Caster Check]] (a bailiwick skill roll) made by the caster as the Vis Viva is cast. Note that City Watch and most alert guards automatically perform active checks as part of their duties in areas they can perceive! Clever adventurers will doubtless think of many ways to use this effect. This spell can be cast from any plane, even inside a Demi-Plane created by the same caster, or a different caster. The duration can be extended for additional years by casting the spell again immediately upon arising from a full rest, if desired, and it can be extended in this way from the 'inside'.  


: The 'public' entry point looks like a faint shimmering in the air that is 15 feet wide and 20 feet high, styled like a castle gate or portcullis. Three medium creatures may move through the door at the same time if desired. Only those other creatures the caster designates may enter the mansion.  The public entrance is always visible from the cast-from Plane. Any guest may open it from the "inside" side at will. Once observers have passed beyond the entrance, they are in a grim fortified space with another heavy castle door at the far end, well-equipped with murder-holes, mantlets, breastworks, fortifications, and the like. It is possible for a caster to invite hostile monsters into this space, which may be of any size up to one third of the available squares(see above, no more than 6 squares per level of the caster). Once invited, monsters must be lured into following the party into the space, the details of which are left to players and GM's to implement. Combat against hostiles in this fortified courtyard proceeds normally, but allies of the caster receive a +1 circumstance bonus to all d20 rolls related to combat (to-hit rolls, saving throws, caster checks, skill rolls for combat maneuvers, etc.).
: The 'public' entry point looks like a faint shimmering in the air that is 15 feet wide and 20 feet high, styled like a castle gate or portcullis. Three medium creatures may move through the door at the same time if desired. Only those other creatures the caster designates may enter the castle.  The public entrance is always visible from the cast-from Plane. Any guest may open it from the "inside" side at will. Once observers have passed beyond the entrance, they are in a grim fortified space with another heavy castle door at the far end, well-equipped with murder-holes, mantlets, breastworks, fortifications, and the like. It is possible for a caster to invite hostile monsters into this space, which may be of any size up to one third of the available squares(see above, no more than 6 squares per level of the caster). Once invited, monsters must be lured into following the party into the space, the details of which are left to players and GM's to implement. Combat against hostiles in this fortified courtyard proceeds normally, but allies of the caster receive a +1 circumstance bonus to all d20 rolls related to combat (to-hit rolls, saving throws, caster checks, skill rolls for combat maneuvers, etc.).


: Passing this second door can be accomplished by use of battering rams or siege damage, and once inside the second door, the atmosphere is clean, fresh, and warm, there are comfortable furnishings and food and water in plenty, although the rooms are typically rather small and cramped compared to other magical spaces.
: Passing this second door can be accomplished by use of battering rams or siege damage, and once inside the second door, the atmosphere is clean, fresh, and warm, there are comfortable furnishings and food and water in plenty, although the rooms are typically rather small and cramped compared to other magical spaces.


: You can create any floor plan you desire to the limit of the spell's effect (see above), with the caveat that it should have at least two floors and be appropriately 'castle-like' in layout. The place is furnished with workshops for all sorts of Creator checks. A staff of near-transparent servants (as many as three per caster level), liveried and obedient, wait upon all who enter. The servants function as [[Unseen Servant (Sorcerer/Wizard Spell)]]s except that they are visible and can go anywhere in the mansion. These workshops and servants grant a +1 Circumstance bonus to any magic item creation rolls taken within the magic castle, and +2 on creating Armor, Shields, Weapons, Rods, Staffs, Wands, or Potions.
: You can create any floor plan you desire to the limit of the spell's effect (see above), with the caveat that it should have at least two floors and be appropriately 'castle-like' in layout. The place is furnished with workshops for all sorts of Creator checks. A staff of near-transparent servants (as many as three per caster level), liveried and obedient, wait upon all who enter. The servants function as [[Unseen Servant (Sorcerer/Wizard Spell)]]s except that they are visible and can go anywhere in the castle. These workshops and servants grant a +1 Circumstance bonus to any magic item creation rolls taken within the magic castle, and +2 on creating Armor, Shields, Weapons, Rods, Staffs, Wands, or Potions.


: Since the place can be entered only through its special portals, outside environmental or planar conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.
: Since the place can be entered only through its special portals, outside environmental or planar conditions do not affect the castle, nor do conditions inside it pass to the plane beyond.


: Best of all, all rolls made on the [[Between Adventures]] page made while this Grand Working is in effect are treated as one higher, to a maximum of Impossible. Thus, a Failure is considered an Easy success, and Easy success is considered an Average success, an Average success is considered a Challenging success, etc. Natural results of Impossible are not affected.
: Best of all, all rolls made on the [[Between Adventures]] page made while this Grand Working is in effect are treated as one higher, to a maximum of Impossible. Thus, a Failure is considered an Easy success, and Easy success is considered an Average success, an Average success is considered a Challenging success, etc. Natural results of Impossible are not affected.

Latest revision as of 23:53, 28 April 2024

Magic Castle (True Dweomer)


Spell Level: 14
School: Conjuration

Casting

Casting Time: True Dweomers require a Full-Round Action to cast normally.
  • If your roll equals or exceeds a DC of 62, you Fast Cast it as a Standard Action.
  • If your roll is a non-1 result between 52 and 61, you cast it as a Full-Round Action, as normal.
  • If your roll is less than 52, or you roll a natural 1 on the die, the spell is cast at half damage, treated as though all targets succeeded on their saving throws, or it deals only half its effect.
  • True Dweomers can be cast as rituals, requiring a 1 hour casting time. The area of effect or number of targets is multiplied by 10. The range of the spell is doubled if it is longer than Touch.
Components: V, S, F (A miniature ivory castle, a piece of polished marble, and a silver spoon)

Effect

Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: extradimensional castle, up to 20 10-ft. cubes/lvl
Duration: A year and a day
Saving Throw: none
Save DC:
Spell Resistance: No

Description

You conjure up an extradimensional dwelling that has up to two entrances on the plane from which the spell was cast. Typically, one entrance is unconcealed, while the other is placed nearby (within Medium range of the public door, line of effect is needed in the cast-from plane between the two doors) and hidden. To find the hidden entrance, enemies must know to look for it, requiring an active perception check against the result of a Caster Check (a bailiwick skill roll) made by the caster as the Vis Viva is cast. Note that City Watch and most alert guards automatically perform active checks as part of their duties in areas they can perceive! Clever adventurers will doubtless think of many ways to use this effect. This spell can be cast from any plane, even inside a Demi-Plane created by the same caster, or a different caster. The duration can be extended for additional years by casting the spell again immediately upon arising from a full rest, if desired, and it can be extended in this way from the 'inside'.
The 'public' entry point looks like a faint shimmering in the air that is 15 feet wide and 20 feet high, styled like a castle gate or portcullis. Three medium creatures may move through the door at the same time if desired. Only those other creatures the caster designates may enter the castle. The public entrance is always visible from the cast-from Plane. Any guest may open it from the "inside" side at will. Once observers have passed beyond the entrance, they are in a grim fortified space with another heavy castle door at the far end, well-equipped with murder-holes, mantlets, breastworks, fortifications, and the like. It is possible for a caster to invite hostile monsters into this space, which may be of any size up to one third of the available squares(see above, no more than 6 squares per level of the caster). Once invited, monsters must be lured into following the party into the space, the details of which are left to players and GM's to implement. Combat against hostiles in this fortified courtyard proceeds normally, but allies of the caster receive a +1 circumstance bonus to all d20 rolls related to combat (to-hit rolls, saving throws, caster checks, skill rolls for combat maneuvers, etc.).
Passing this second door can be accomplished by use of battering rams or siege damage, and once inside the second door, the atmosphere is clean, fresh, and warm, there are comfortable furnishings and food and water in plenty, although the rooms are typically rather small and cramped compared to other magical spaces.
You can create any floor plan you desire to the limit of the spell's effect (see above), with the caveat that it should have at least two floors and be appropriately 'castle-like' in layout. The place is furnished with workshops for all sorts of Creator checks. A staff of near-transparent servants (as many as three per caster level), liveried and obedient, wait upon all who enter. The servants function as Unseen Servant (Sorcerer/Wizard Spell)s except that they are visible and can go anywhere in the castle. These workshops and servants grant a +1 Circumstance bonus to any magic item creation rolls taken within the magic castle, and +2 on creating Armor, Shields, Weapons, Rods, Staffs, Wands, or Potions.
Since the place can be entered only through its special portals, outside environmental or planar conditions do not affect the castle, nor do conditions inside it pass to the plane beyond.
Best of all, all rolls made on the Between Adventures page made while this Grand Working is in effect are treated as one higher, to a maximum of Impossible. Thus, a Failure is considered an Easy success, and Easy success is considered an Average success, an Average success is considered a Challenging success, etc. Natural results of Impossible are not affected.
As a True Dweomer, this spell requires three spell slots to Mana Burn for each Strata increase, and cannot be sacrificed to Mana Burn any other spells of any type.

Strata Damage for True Dweomers

Spell Strata Burn Cost Min Character Level (CL) Base Dice Max dice
1 N/A 19th 1d6+6/CL 35d6+210
2 +3 21st 1d6+7/CL 35d6+245
3 +3 23rd 1d6+8/CL 35d6+280
4 +3 25th 1d6+9/CL 35d6+315
5 +3 27th 1d6+10/CL 35d6+350
6 +3 29th 1d6+11/CL 35d6+385
7 +3 31st 1d6+12/CL 35d6+420
8 +3 33rd 1d6+14/CL 35d6+490
9 +3 35th 1d6+16/CL 35d6+560