Some wizards tie their magical talent to one of the three towers. This gives them power, longevity - and a debt. Wizards so connected may 'borrow' against the arcana of their respective towers, provided they make good on their returns with interest. As they gain power in their class, they become ever more inexorably tied to their home tower.
When you choose this school at 2nd level, you also choose to attune to one of three towers: The Golden Tower, The Brass Tower, or The White Tower. This will determine your bonus spells, and your abilities. The Golden Tower provides access to Transmutation, Divination, and Enchantment. The Brass Tower provides access to Evocation, Abjuration, and Transmutation. The White Tower provides access to Necromancy, Conjuration, and Divination.
Affiliation | Ability |
---|---|
Golden Tower | Fortune's Friend: When you and allies within sight of you find coins, the amount is 120% what it otherwise would be. To maintain this ability, you must tithe 5% of your gains after every adventure. |
Brass Tower | War Never Changes: You can give a rousing speech. It takes ten minutes for the magic to settle in. You roll an Intelligence (Persuasion) check. Allies within sight and hearing of you gain temporary hit points equal to your roll. If you roll a natural 20, they are also immune to fear. These hit points and immunity lasts until they take a short or long rest. |
White Tower | Ghosts of the Past: You are aware of lingering spirits in an area, even those too faint to manifest on their own. You may interact with them. To maintain this ability, you must provide any information discovered this way to the White Tower. |