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## Alys' Arcane Architecture Before the archmage Alys was a famous architect, she was a renowned war mage and soldier. Her first self-authored spells were improvised out of need for protection and security. They proved effective, and cemented her as a wizard of standing. These spells are some of Alys' most iconic self-authored works. Should you mean to study or scribe them, remember Alys' wisdom; the best offence is an impenetrable defence. #### Shadow Curtain *2nd-level evocation* ___ - **Classes:** Warlock, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ A wall of magical darkness rises from the ground at a point you choose within range. You can make the wall up to 30 feet long, 15 feet high, and 1 inch thick. You can shape the wall in any way you choose as long as it makes one continuous path along the ground. The wall lasts for the duration. Darkvision doesn't allow a creature to see through the wall. It can't be illuminated by nonmagical light or by light created by a spell, unless the spell was cast using a spell slot of a level higher than wall. When a creature enters the area of the wall for the first time on a turn or ends its turn there, it takes 1d6 necrotic damage as the wall attacks its spirit. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and the wall can be 20 feet longer for each slot level above 2nd. #### Wall of Clay *3rd-level transmutation* ___ - **Classes:** Artificer, Druid, Wizard - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a dollop of clay) - **Duration:** Concentration, up to 10 minutes ___ You create a wall of sticky clay on a solid surface within range. The wall is 1 foot thick and is composed of up to five 10 foot-by-10-foot panels, each of which must be contiguous with at least one other panel. The wall lasts for the duration. When the wall appears, any creature in its area must make a Strength saving throw. On a failed save, a creature is stuck, restrained partially inside the wall until the spell ends. On a success, it is pushed to one side of the wall (your choice). A creature restrained by the wall can use its action to make a Strength check against your spell save DC. On a success, it frees itself. A creature that isn't stuck can use its action to try and push through the wall or to try and climb it. The creature makes the same check against your spell save DC. If it fails, it gets stuck. If it succeeds, it reaches the other side. Each of the wall's panels has AC 10 and 30 hit points. If a panel is destroyed, it collapses, and the ground within 5 feet of it becomes difficult terrain for the duration. \columnbreak
#### Alys' Missile Window *4th-level transmutation* ___ - **Classes:** Artificer, Ranger, Wizard - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, M (a piece of glass) - **Duration:** Concentration, up to 1 minute ___ You create a window of rippling space at a point you choose within range. The window appears in any orientation that you choose, and it lasts for the duration. The window can be up to 20 feet long, 10 feet high, and 1 inch thick, and can be resting on solid ground or floating unsuspended. One of the window's sides repels any projectiles that pass through it, while the other amplifies them. You choose which side repels and which side amplifies when you cast the spell. When a weapon or piece of ammunition, such as an arrow or a spear, passes through the window as part of an attack, that attack gains an effect based on the side it passes through. ***Amplifying.*** The attack has advantage, its range is doubled, and if it hits, it deals an extra 1d6 force damage. ***Repelling.*** The attack has disadvantage, its range is halved, and if hits, the attack's damage is reduced by 1d6. #### Alys' Iron Tower *7th-level conjuration* ___ - **Classes:** Wizard - **Casting Time:** 10 minutes - **Range:** 30 feet - **Components:** V, S, M (a clump of metal ore) - **Duration:** 24 hours ___ A great square tower rises from an area of land you can see within range. The tower is 20 feet on a side and 30 feet tall, with slits for arrows and a battlement atop it. The interior is divided into three floors, connected by a ladder that leads to the top. The tower has one large door at its front. A creature in the spell's area is harmlessly lifted up as the tower rises. The tower's roof, door, and each of its walls have AC 15 and 150 hit points. The tower has immunity to damage from nonmagical weapons (except siege weapons), and resistance to all other damage. Reducing part of the tower to 0 hit points destroys it and might cause other parts of it to crumble (DM's discretion). Otherwise, the tower doesn't tip over or sink even on loose ground, such as sand or peat, and only creatures you choose can open its door without having destroyed it. When the spell ends, the tower sinks harmlessly into the ground, and anything inside the tower appears safely outside. If you cast the spell in the same place every day for a year, the tower becomes permanent.
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