Wizard Arcane Tradition
Tower Magic
The wizard in their tower looms large in the public imagination, and for good reason. A bastion of arcane knowledge and power, the wizard's tower provides its owner with comfort, resources, and protection. Mighty wards imbue the walls, tomes litter libraries and workshops, and a host of magically animated servants assist the wizard with quotidian necessities. With years of painstaking spellcraft, a master might even bring forth a magical wellspring within its walls.
Certain wizards, known as tower mages, create a bond deeper than mere property law. This magical connection with their tower bolsters them even beyond its walls, providing all the comforts of home while venturing afield. By calling on the stores of power and knowledge invested in the tower, an adventuring tower mage can ensure that they survive to return home again.
Tower Magic Features
| Wizard Level | Feature |
|---|---|
| 2nd | The Workshop, The Servants |
| 6th | The Wards |
| 10th | The Library |
| 14th | The Sanctum |
The Workshop
Beginning when you select this tradition at 2nd level, the amount of time you must spend to make a spell permanent by repeated casting is quartered.
In addition, you may designate a single building or demarcated area as a work in progress using a 10-minute magical ritual. In your work in progress area, cumulative days of casting a spell in order to make that spell's effects permanent do not need to be consecutive. If you designate a new area as a work in progress, all days of accumulated spellcasting on a previous incomplete area are lost.
The Servants
At 2nd level, you have learned to borrow the servants attending your tower. You learn the mage hand cantrip and the unseen servant spell, which is always prepared. You can make the spectral hand of your mage hand invisible and its range increases by 30 feet. You can perform tasks requiring manual finesse with the hand and it can carry up to 10 times your Intelligence modifier pounds.
As a bonus action, you can control the spectral hand of your mage hand. The hand can perform tasks without being noticed by a creature if you succeed on a Sleight of Hand check contested by the creature's Perception check.
The Wards
At 6th level, your connection to your tower allows you to borrow its magical fortification. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a bonus to AC against that attack or bonus to that saving throw equal to your Intelligence modifier. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
The Library
Beginning at 10th level, your connection to your tower's library is extensive, allowing you to peruse its tomes instantly. You may prepare a number of additional wizard spells each day equal to your proficiency bonus.
Once per day, when you cast a wizard spell as a ritual, you can use the spell’s normal casting time instead of adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.
In addition, whenever you finish a long rest, choose a skill from among Arcana, History, Nature, and Religion. When you make an Intelligence check with the chosen skill, you can treat a d20 roll of 7 or lower as an 8. As an action, you may expend a spell slot of any level to change the selected skill.
The Sanctum
At 14th level, the wellspring of power concentrated in your tower’s inner sanctum becomes accessible to you even at great distance.
When you finish a long rest, you can store the sanctum’s power in your focus, granting it 10 charges. While holding the focus, you can cast a spell of 5th level or lower that you have not prepared by expending charges equal to that spell's level, provided that the spell is contained in a spellbook located in your tower or carried by you.
In addition, you learn the contingency spell and can cast it once per day without expending a spell slot. You can benefit from a number of contingent spells equal to your proficiency modifier at one time.
Art Credit
- Command Tower - Evan Shipard - Magic the Gathering (Wizards of the Coast)