rferries
2017-09-28, 06:56 PM
https://i.imgur.com/rssqtAz.jpg
"It's not much, but it's home."
VoxRationis's post (http://www.giantitp.com/forums/showthread.php?537599-The-Devouring-Mists-of-Swethmore-(a-wizard-spell)-(PEACH)) 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 (http://www.d20srd.org/srd/wilderness.htm#buyingBuildings). 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
https://i.imgur.com/VSCpd2J.jpg
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
Your stronghold always has a staff of one improved unseen servant, as from unseen entourage (http://www.giantitp.com/forums/showthread.php?532218-Improved-Unseen-Servant-Unseen-Entourage-Unseen-Army) 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
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:
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:
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.
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.
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.
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.
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.
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
https://i.imgur.com/VsJDInh.jpg
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).
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.
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.
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.
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.
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.
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 (http://www.giantitp.com/forums/showthread.php?536533-Faerie-Ring-Goodberry-Bush-(Druid-Wondrous-Items)&p=22393075#post22393075), black lotuses (http://www.d20srd.org/srd/specialAbilities.htm#poison), 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.
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.
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 (http://www.d20srd.org/srd/environment.htm#acidEffects), holy water, lava (http://www.d20srd.org/srd/environment.htm#lavaEffects), quicksand (http://www.d20srd.org/srd/wilderness.htm#marshTerrain)(appears to be level ground), diseased (http://www.d20srd.org/srd/specialAbilities.htm#disease)or poisoned (http://www.d20srd.org/srd/specialAbilities.htm#poison)spikes (http://www.d20srd.org/srd/traps.htm#pitSpikes), or slimes/molds/fungi. (http://www.d20srd.org/srd/dungeons.htm#slimesMoldsAndFungi)
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.
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.
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 (http://www.d20srd.org/srd/environment.htm#smokeEffects)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.
"It's not much, but it's home."
VoxRationis's post (http://www.giantitp.com/forums/showthread.php?537599-The-Devouring-Mists-of-Swethmore-(a-wizard-spell)-(PEACH)) 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 (http://www.d20srd.org/srd/wilderness.htm#buyingBuildings). 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
https://i.imgur.com/VSCpd2J.jpg
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
Your stronghold always has a staff of one improved unseen servant, as from unseen entourage (http://www.giantitp.com/forums/showthread.php?532218-Improved-Unseen-Servant-Unseen-Entourage-Unseen-Army) 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
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:
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:
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.
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.
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.
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.
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.
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
https://i.imgur.com/VsJDInh.jpg
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).
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.
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.
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.
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.
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.
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 (http://www.giantitp.com/forums/showthread.php?536533-Faerie-Ring-Goodberry-Bush-(Druid-Wondrous-Items)&p=22393075#post22393075), black lotuses (http://www.d20srd.org/srd/specialAbilities.htm#poison), 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.
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.
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 (http://www.d20srd.org/srd/environment.htm#acidEffects), holy water, lava (http://www.d20srd.org/srd/environment.htm#lavaEffects), quicksand (http://www.d20srd.org/srd/wilderness.htm#marshTerrain)(appears to be level ground), diseased (http://www.d20srd.org/srd/specialAbilities.htm#disease)or poisoned (http://www.d20srd.org/srd/specialAbilities.htm#poison)spikes (http://www.d20srd.org/srd/traps.htm#pitSpikes), or slimes/molds/fungi. (http://www.d20srd.org/srd/dungeons.htm#slimesMoldsAndFungi)
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.
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.
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 (http://www.d20srd.org/srd/environment.htm#smokeEffects)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.