So galders tower is a pretty cool spell which I enjoy and stuff. So like teleportation circle the 5th level spell if you cast it every day at the same spot for a year then it becomes permanent Galders tower has the advantage of being a non costly spell (Ain't planning on spending 18500 gold for the teleportation circle permanent time) but i'm wondering, with the upcast version you get to add a floor and overall if you have let's say a 4th level version of the spell at a permanent level what would be the ruling for updating it, would it just be unable to be upgraded without actually adding a floor with like actual people or could you cast it with like a 5th level spell slot for an upgrade
RAW it'd be a no, since to cast the spell you need to target an bit of empty ground and the tower isn't empty ground.
You can use Wall of Stone and Stone Shape, however, to create permanent modifications.
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RAW it'd be a no, since to cast the spell you need to target an bit of empty ground and the tower isn't empty ground.
The spell doesn't actually specify much in the way of targeting restrictions; it has a range of 30 feet and conjures a tower, that's basically it. So strictly speaking it doesn't actually say you can't cast it on top of an existing structure (or a person, if they're still there 10 minutes later).
It would require a lot of DM fiat to agree on extensions though; e.g- once you have a permanent tower, could you remove its roof and cast another one on top to add two more storeys? Would the original tower be strong enough to hold the extra weight, or would it require reinforcement?
The tower isn't actually described as magical, so anything that could be used to modify an ordinary structure will work on galder's tower, so that also includes simply hiring a team of skilled workers (1 gp/day each plus materials iirc) to make whatever modifications you want. The benefit of the spell is being able to put a tower anywhere you like, and only needing to spend a spell slot to maintain it (and eventually make it permanent), i.e- it can save you a lot of money and time compared to paying to have a tower built.
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Even though its silly, I love the implications of a party of wizards taking turns casting one Galder's Tower on top of each other to make some skyscraper monstrosity. Maybe then use something like Rope Trick or Misty Step to get from a window at the top of one tower to the doorway at the bottom of the next one.
Edit. I guess the spell doesnt mention whether the tower has any windows or doors, although presumably it has to have at least one outside-facing doorway. Also, since it isnt restricted to targeting a point on the ground, presumably the tower can be formed in the air. Does it fall after being conjured, since its made from wood and stone? Does the spell effect keep the tower stationary at its conjured position?
Just as a fun tangent, if we assume that you CAN stack individual castings of the tower on top of each other, lets look at what a single level 20 wizard could do (putting in a spoiler tag because it gets extensive). Tl;Dr: If I did my math correctly, a level 20 wizard doing nothing all day except for casting this spell an resting, stacking tower directly on top of tower, can get one big "super tower" that is 94 stories tall.
For casting this spell they have three 3rd level slots (2-story), three 4th level slots (3-story), three 5th level slots (4-story), two 6th level slots (5-story), two 7th level slots (6-story), one 8th level slot (7-story), and one 9th level slot (8-story).
So, if you use all of your base spell slots to stack tower on top of tower, you get one "super tower" spanning 64 stories over 15 castings (2.5 hours of casting time). Then you take an hour-long short rest and use Arcane Recovery to get back two 5th level spell slots for another 8 stories, so a total of 72 stories over 17 castings (2.8 hours+1 hour short rest). So you have this monstrosity for about 20 more hours before things start to collapse/disappear.
To quote Billy Mays, "But wait, there's more" because Galder's Tower is a 3rd level spell, it qualifies for the level 20 Signature Spell ability, allowing you to cast it at 3rd level without expending a spell slot once per short rest. Since we took a short rest in the original, lets assume we used this once before the rest, so after our first short rest + 20 mins we have 74 stories over 18 castings (3 hours + 1 hour short rest).
Now lets get into coffee-lock territory and consider multiple short rests. With 20 hours left before the first tower begins to disappear, how much more can we add? We need at least 8 hours to rest to get all of our spell slots back, so we have 12 hours left for shenanigans. The total time for Short Rest to get back Signature spell + casting would be 1 hour and 10 mins. This means we can effectively get in about 10 short rests + castings over 12 hours, adding a total of 20 more stories before we need to settle in for a long rest and leaving a few minutes to leave before the whole tower begins to collapse.
So, if I did my math correctly that brings us to a grand total of a tower that is 94 stories tall.
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So galders tower is a pretty cool spell which I enjoy and stuff. So like teleportation circle the 5th level spell if you cast it every day at the same spot for a year then it becomes permanent Galders tower has the advantage of being a non costly spell (Ain't planning on spending 18500 gold for the teleportation circle permanent time) but i'm wondering, with the upcast version you get to add a floor and overall if you have let's say a 4th level version of the spell at a permanent level what would be the ruling for updating it, would it just be unable to be upgraded without actually adding a floor with like actual people or could you cast it with like a 5th level spell slot for an upgrade
As a DM I'd allow upgrading but it's up to DM.
RAW it'd be a no, since to cast the spell you need to target an bit of empty ground and the tower isn't empty ground.
You can use Wall of Stone and Stone Shape, however, to create permanent modifications.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
The spell doesn't actually specify much in the way of targeting restrictions; it has a range of 30 feet and conjures a tower, that's basically it. So strictly speaking it doesn't actually say you can't cast it on top of an existing structure (or a person, if they're still there 10 minutes later).
It would require a lot of DM fiat to agree on extensions though; e.g- once you have a permanent tower, could you remove its roof and cast another one on top to add two more storeys? Would the original tower be strong enough to hold the extra weight, or would it require reinforcement?
The tower isn't actually described as magical, so anything that could be used to modify an ordinary structure will work on galder's tower, so that also includes simply hiring a team of skilled workers (1 gp/day each plus materials iirc) to make whatever modifications you want. The benefit of the spell is being able to put a tower anywhere you like, and only needing to spend a spell slot to maintain it (and eventually make it permanent), i.e- it can save you a lot of money and time compared to paying to have a tower built.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Even though its silly, I love the implications of a party of wizards taking turns casting one Galder's Tower on top of each other to make some skyscraper monstrosity. Maybe then use something like Rope Trick or Misty Step to get from a window at the top of one tower to the doorway at the bottom of the next one.
Edit. I guess the spell doesnt mention whether the tower has any windows or doors, although presumably it has to have at least one outside-facing doorway. Also, since it isnt restricted to targeting a point on the ground, presumably the tower can be formed in the air. Does it fall after being conjured, since its made from wood and stone? Does the spell effect keep the tower stationary at its conjured position?
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Just as a fun tangent, if we assume that you CAN stack individual castings of the tower on top of each other, lets look at what a single level 20 wizard could do (putting in a spoiler tag because it gets extensive). Tl;Dr: If I did my math correctly, a level 20 wizard doing nothing all day except for casting this spell an resting, stacking tower directly on top of tower, can get one big "super tower" that is 94 stories tall.
For casting this spell they have three 3rd level slots (2-story), three 4th level slots (3-story), three 5th level slots (4-story), two 6th level slots (5-story), two 7th level slots (6-story), one 8th level slot (7-story), and one 9th level slot (8-story).
So, if you use all of your base spell slots to stack tower on top of tower, you get one "super tower" spanning 64 stories over 15 castings (2.5 hours of casting time). Then you take an hour-long short rest and use Arcane Recovery to get back two 5th level spell slots for another 8 stories, so a total of 72 stories over 17 castings (2.8 hours+1 hour short rest). So you have this monstrosity for about 20 more hours before things start to collapse/disappear.
To quote Billy Mays, "But wait, there's more" because Galder's Tower is a 3rd level spell, it qualifies for the level 20 Signature Spell ability, allowing you to cast it at 3rd level without expending a spell slot once per short rest. Since we took a short rest in the original, lets assume we used this once before the rest, so after our first short rest + 20 mins we have 74 stories over 18 castings (3 hours + 1 hour short rest).
Now lets get into coffee-lock territory and consider multiple short rests. With 20 hours left before the first tower begins to disappear, how much more can we add? We need at least 8 hours to rest to get all of our spell slots back, so we have 12 hours left for shenanigans. The total time for Short Rest to get back Signature spell + casting would be 1 hour and 10 mins. This means we can effectively get in about 10 short rests + castings over 12 hours, adding a total of 20 more stories before we need to settle in for a long rest and leaving a few minutes to leave before the whole tower begins to collapse.
So, if I did my math correctly that brings us to a grand total of a tower that is 94 stories tall.
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