| Description | Magical places of safer rest. |
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| Name | ||
|---|---|---|
| School | Casting Time | Source Book |
| Save - Res | Level | Comps |
| Dur | Range | Recharge |
| Effect | ||
| Expensive Focus | ||
| Expensive Material | ||
| XP Cost | ||
| Description | ||
| Full Description | ||
| Hidden Lodge | ||
| SPC | ||
| Brd 5, Sor/Wiz 5 | ||
| 12 hours | ||
Creates a camouflaged Secure Shelter. |
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| Ice Castle (F) | ||
| Frostburn | ||
| Sor/Wiz 7 | ||
| General | ||
Creates castle of snow and ice with an array of magical effects. |
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| Leomund's Tiny Igloo | ||
| Frostburn | ||
| Sor/Wiz 2 | ||
| 6 hours | ||
Creates igloo that lasts for 2 hours/level. |
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| Mage's Magnificent Mansion (F) | ||
| Conjuration (Creation) | 1 standard action | SRD |
| None - No | Community 8, Feast 7, Sor/Wiz 7, Trade 7 | V, S, F/DF |
| 2 hours/level (D) | Close | 6 hours |
| Effect: Extradimensional mansion, up to three 10-ft. cubes/level (S) | ||
| Focus: A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon (each item worth 5 gp). | ||
Door leads to extradimensional mansion. |
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You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you desire to the limit of the spells effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion. Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond. |
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| Mage's Private Sanctum | ||
| Abjuration | 10 minutes | SRD |
| None - No | Sor/Wiz 5 | V, S, M |
| 1 day (D) | Close | 24 hours |
| Area: 30-ft. cube/level (S) | ||
Prevents anyone from viewing or scrying* an area for 24 hours. |
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This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally. Divination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts. The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication, such as that between a wizard and her familiar. The spell does not prevent creatures or objects from moving into and out of the area. Mage's private sanctum can be made permanent with a permanency spell. |
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| Mordenkainen's Capable Caravel (F) | ||
| Stormwrack | ||
| Sor/Wiz 8 | ||
| General | ||
Creates magical ship with extradimensional staterooms. |
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| Rope Trick | ||
| Transmutation | 1 standard action | SRD |
| None - No | Sor/Wiz 2, Wuj 2 | V, S, M |
| 1 hour/level (D) | Touch | 6 hours |
| Target: One touched piece of rope from 5 ft. to 30 ft. long | ||
As many as eight creatures hide in extradimensional space. |
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When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces (planes). Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). Creatures in the space can pull the rope up into the space, making the rope disappear. In that case, the rope counts as one of the eight creatures that can fit in the space. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free. Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot-by- 5-foot window were centered on the rope. The window is present on the Material Plane, but its invisible, and even creatures that can see the window can't see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space. Note: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one. |
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| Secure Shelter | ||
| Conjuration (Creation) | 10 minutes | SRD |
| None - No | Brd 4, Cavern 4, Feast 5, Sor/Wiz 4 | V, S, M, F, text |
| 2 hours/level (D) | Close | 12 hours |
| Effect: 20-ft.-square structure | ||
Creates sturdy cottage. |
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You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace. The shelter has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise-it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants). The door, shutters, and even chimney are secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell. Finally, an unseen servant is conjured to provide service to you for the duration of the shelter. The secure shelter contains rude furnishings eight bunks, a trestle table, eight stools, and a writing desk. Additional Component matrials include the components of the unseen servant spell (string and a bit of wood) if this benefit is to be included. Focus: The focus of the alarm spell (silver wire and a tiny bell) if this benefit is to be included. |
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| Tiny Hut | ||
| Evocation [Force] | 1 standard action | SRD |
| None - No | Brd 3, Sor/Wiz 3 | V, S, M |
| 2 hours/level (D) | 20 ft. | 12 hours |
| Effect: 20-ft.-radius sphere centered on your location | ||
Creates shelter for ten creatures. |
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You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends. The temperature inside the hut is 70 F if the exterior temperature is between 0 and 100 F. An exterior temperature below 0 or above 100 lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it. The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment). |
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