Home >Magic >Spells (3rd Party) >Legendary Games >

Elemental Architecture

School conjuration (creation) [see text, stronghold]; Level cleric 5, druid 5, sorcerer/wizard 5

CASTING

Casting Time 1 hour
Components V, S, M (100 gp of crushed corundum gems per 5-foot-square section)

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Area one 5-foot-square section per 3 levels
Duration permanent
Saving Throw none; Spell Resistance no

DESCRIPTION

This spell allows you to draw forth the elemental essence of the planes, shaping and forming it into a permanent structure like a section of wall or floor. You can create one 5-foot-square section for 3 caster levels, with characteristics as described in Exotic Strongholds. You cannot create elemental architecture in an area occupied by creatures or objects, though minor obstructions like rubble and undergrowth do not interfere with its creation. Creating simple structures like straight walls, pillars, straight ramps, and floors requires a successful DC 10 Knowledge (engineering) check, while more detailed structures like stairs, bridges, curved walls, arches, roofs, and simple idols require a DC 15 check. Moving structures like doors and drawbridges require a DC 20 check, as do statues or similar very detailed static objects.

Elemental architecture can be dispelled, but it is more difficult to do so than for a typical spell.

A successful caster level check suppresses the binding magic holding together a single 5-foot square of an elemental wall or floor, causing it to collapse for a number of rounds equal to the caster level of the dispel magic spell. For every 2 points by which the caster exceeds the DC, one more 5-foot square of the elemental structure can be suppressed. All squares affected by a single casting of dispel magic must be contiguous, and all must be within the area of effect of the dispel magic spell. The structure reforms 1d4 rounds later, and its reforming is slow enough that any creature able to move can get out of the way before it finishes reforming.

If the caster level check to dispel the elemental architecture exceeds the DC by 5 or more, the caster of dispel magic can instead choose to permanently destroy a 5-foot-square section of the structure, plus one more 5-foot-square for every 5 points by which she beats the DC.

Greater dispel magic is more effective at attacking elemental architecture, allowing the caster to add twice her caster level on the caster level check to determine how much of the elemental structure she can suppress or destroy.

Mage’s disjunction destroys all elemental structures within its area, and an antimagic field suppresses all elemental structures for as long as their areas overlap.

In addition to the above general methods, many structures have additional methods for destroying, eliminating, or otherwise countering them, as described for each specific type of structure.

* Stronghold Spells

As an optional rule, many of the spells designed to defend a stronghold below may be ruled to function only in an area that is a fixed point of defense called your stronghold. For the purpose of a stronghold spell, your stronghold must be a specific location or structure you designate, no larger than a cube 30 feet per level on a side. If this covers only part of a larger structure or location, you may use stronghold spells only within the designated area. You must spend at least seven days focusing on your stronghold, meditating upon its every detail, placing magical marks that resonate with your personal magic.

You may have only one stronghold at a time. If you create and designate a new one, the benefits of the old one fade immediately. Your death does not alter your stronghold, and stronghold spells persist after your death to the extent of their normal duration.

Section 15: Copyright Notice

Ultimate Strongholds © 2018, Legendary Games; Authors Ben Walklate and Jason Nelson.