Tower of the Magi
"No! We are not bringing another powerful magic artifact we cannot positively identify into the Guild Hall. I know that's what Rhillaine would have done, that's the bloody point! The cube stays out here, in the lighthouse. If I ever catch it past the shoreline I'm gonna throw the darned thing into the bloody Pizol volcano." - Breac Sunfist, to no one in particular.
This lighthouse now functions once again, although its beam is tinged with an eerie purple. Within is housed the Spellsculptors Cube, an artifact of the Empire of Ehalanorah that allows spellcasters to modify their spells. Only those few guild members the cube has identified as Magi and marked with a glowing blue square on their bodies are permitted within the chamber of the cube. A single guest of the Magi is permitted for the purpose of allowing that guest to operate the Cube for their own purposes.
Spellcrafting in Elanora
"So you want to make your own spells, do you? Well go right ahead, assuming you are not too attached to those eyebrows...or limbs.
The cube and the Tower of the Magi gives the players the opportunity to modify a spell they know, change damages, modify effects, craft custom spells and manipulate the magical arts to their whims, given enough time to study and a little gold.
Those who want to create a new spell or modify an existing spell must throw 500 gold pieces into an opening in the cube. While the cube demands gold as fuel, its work will also take time. In between quests, you must attend the Tower of the Magi to study the wisdom of the cube and bend the rules of reality to change your very own spells.
As all spellcasting classes work differently, there are specific rules for each class:
- Wizards record and manipulate spells in their spellbook, and can create new spells and record them the same way.
- Artificers and Bards can only modify spells for use by their own class.
- Clerics and Paladins can share created spells or modified spells with each other.
- Druids and rangers can share created spells or modified spells with each other.
- Sorcerers will need to replace any existing spell they know with the modified or new spell.
- Warlocks don't share anything unless their patron agrees to it.
"Well that's something you don't see every day" exclaimed the magi as a fireball spell morphed into a swarm of angry bees.
The time it takes for the cube to modify an existing spell depends on the spell level. Creation of an entire new spell with no existing basis in arcana takes twice as long.
Modified spell crafting times
- Cantrips/1st level - 1 week
- 2nd to 5th - 2 weeks
- 6th to 7th - 3 weeks
- 8th to 9th - 4 weeks
Created spell crafting times
- Cantrips/1st level - 2 weeks
- 2nd level and 3rd level - 3 weeks
- 4rd and 5th level - 4 weeks
- 6th and 7th level - 5 weeks
- 8th and 9th level - 6 weeks
There are some limitations, even to the cube. It gives and it takes away. Expanding a spell to affect an area lowers its damage. And for some reason no Wizard has ever been able to use an arcane spell specifically for healing or restoring life to the dead.
"I'm sorry" said the Magi, taking their head in their hands. "You can't modify a summon familiar spell to summon a tarrasque familiar!"
- Step 1 - think of a spell you want to modify or create.
- Step 2 - Check that your spell follows the rules for damage and effects.
- Step 3 - Submit that spell to a Guild Magi, either online in discord or in person before a game.
- Step 4 - After approval, you donate your gold to the cube and study each week between games until your research is complete.
If you have a modified spell or custom spell, you must let the DM know before the adventure starts, to give them a chance to make sure it won't break their adventure in unexpected ways.
Where did this cube come from? See Guild report 6 - 0.1.25 agf - They came from Below.
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