So came up with this idea that my wizard could conjure up his own temporary workshop (since he's not only a spell-write, but also a tinker). I have no previous experience in making spells like this, and wasn't sure if I should've based it off closer to Galder’s Tower, Private Sanctum, or any of the similar spells since that this one does creature a space that the caster can work in. So here's a quick draft of what I'm aiming for the spell, plase let me known if there's anything that you think should be added or changed for a spell like this.
Update: I've done a strikethrough the original post that I made changes to, but what is currently there is the updated version
Name - Fizzlewix's Portable Workshop
School and Level - 3rd level Conjuration
Casting Time - 10 Minutes
Range - 10 feet
Duration - 8 Hours 24 Hours
Components V, S, M (A Copper token with Fizzlewix's Sigil)
Description:
You conjure forth a single-story workshop, the workshop 25 feet on each dimension made from stone wood or similar suitably materials. Upon casting, you can choose up to 3 artisan tools that you are proficient with to be available within the workshop. For each tool chosen, a space in the workshop is change to suit the needs of the intended use (ex. if one of the chosen tools is Smith's Tools, then the workshop may contain a forge). Each station has enough materials to maintain gear, and to make simple creations. If someone wished to create something more time consuming, they must provide the materials needs. Anyone within the workshop may use the stations or materials
The workshop is warm and dry, regardless of the conditions outside. If something that originated in the workshop when the spell was cast, it will reappear where the item was when the spell cast. At the end of the spell's duration, all creatures and objects within the workshop that were not created by the casting of the spell will appear safely outside on the ground.
You can cast this spell again while it is active to maintain the workshop’s existence for another 24 hours. You can creature a permanent workshop by casting this spell in the same location and with the same configuration every day for one year.
You conjure a door on a flat solid surface that you can see within range. The door is large enough to allow medium creatures to pass through unhindered. When opened, you enter a small demiplane that appears to be a small workshop 25 feet in each dimension, made of wood or stone. When the caster is in the demiplane, they can choose up to 3 artisan tools which would be available for only the caster of this spell. At the end of the spell anything in the demiplane that did not originate in the plane will be expelled from the plane from the point where the doorway is.
At higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can increase the size of the workshop by 100 square feet and can choose 1 additional artisan tool for each slot level beyond 4th.
I'm a bit confused by the wording "3 artisan tools which would be available for only the caster of this spell". Does that mean that only the caster can interact with the tools, or just that the types of tools that can be conjured are only those that the caster is proficient with? If it's the latter, at that point it would probably be simplest just to say that only the caster themselves can enter the space.
I think there should be some details about who can enter and whether or not the workshop provides any kind of security. Does it create a constantly-open doorway, or is it a door that can be closed or even locked?
This might be a major inconvenience, but it might balance out the spell a bit by saying the workshop automatically dispels if the caster leaves the workshop. I would go so far as to say that you could justify treating this as a ritual spell if the caster is the only one able to enter the workshop and it dispels if they leave the workshop. I feel like a lot of players wouldn't want to take this spell if it ate up a spell slot each time you used it, but being able to whip it out at will any time you want to use some complicated crafting supplies and you're safe enough to ritual cast could be popular.
It seems quite limited for I'm under the impression that if the caster doesn't bring all the raw materials with him he's just getting a workbench and NN tools to use. As a ritual spell though it is helpful.
Thanks, I knew I was missing some key components for flushing out a spell like this, I'll definitely keep those ideas in mind when I do my next pass of this spell. Originally I did have this spell as a ritual but didn't want it to replace the tiny hut spell, so I agree that making it so that it only last while the caster is in the workshop will definitely will help with this. Especially since I didn't want this to end up as a "use X many times in one place and it stays" since the idea of this spell is that it's temporary and not a permanent structure. (though that can be a higher level variant version) If there's ever any other additions that ya'll can think of just hit me up.
I'll make an update when I finish the next draft of the spell.
This is a difficult one to tweak because if you address my concern and allow material components to become part of it then you get into game breaking areas. For example, my first thought was what about making it a shop where the caster could "store" the material components the shop needed? Well now you have something as good as a bag of holding with extra helpful effects and it is a ritual so it could essentially serve the function of a bag of holding except you couldn't get into it in a pinch. If instead you allowed the workshop to have the material components then you circumvent any game mechanic that imparts a need for you to gather material components, which helps limit many other game breaking problems you might encounter otherwise. I was also wondering if it could become a better version of Rope Trick, a hideaway spell I used in AD&D.
I like the idea of a spell allowing an extra dimensional workshop and allowing some tools to be created in the workshop, but just a little further and I fear it could jump way out of hand.
Matt Coleville has some rules for building a keep or stronghold. In a way, a properly conceived stronghold with a dimension door would fulfil all the need of this spell. Your spell touches on many other spells.
The main thing I like about this spell idea is that it allows classes or backgrounds that give bonuses to crafting items a way to actually take advantage of that outside of just when the characters have downtime. It would be a shame to be a Forge Cleric and have no means of forging anything since you're constantly on the move.
This is a difficult one to tweak because if you address my concern and allow material components to become part of it then you get into game breaking areas. For example, my first thought was what about making it a shop where the caster could "store" the material components the shop needed? Well now you have something as good as a bag of holding with extra helpful effects and it is a ritual so it could essentially serve the function of a bag of holding except you couldn't get into it in a pinch. If instead you allowed the workshop to have the material components then you circumvent any game mechanic that imparts a need for you to gather material components, which helps limit many other game breaking problems you might encounter otherwise. I was also wondering if it could become a better version of Rope Trick, a hideaway spell I used in AD&D.
I like the idea of a spell allowing an extra dimensional workshop and allowing some tools to be created in the workshop, but just a little further and I fear it could jump way out of hand.
Matt Coleville has some rules for building a keep or stronghold. In a way, a properly conceived stronghold with a dimension door would fulfil all the need of this spell. Your spell touches on many other spells.
Yeah, that's exactly why I can here asking for opinions because I haven't made a spell to this scale before and I know if it is not worded properly it can easily be game breaking. As of right now, I'm thinking of not allowing the caster to store components, or materials because of those reason, and not to over shadow other abilities/features/spells that should have to be used. Although, I am thinking of adding a snippet something like allowing "simple components" e.i. just enough for gear maintenance but not enough for crafting. Then if they wanted to use this work space for crafting then they would also have to bring outside materials.
The part I'm having a hard time with is the doorway; I'm currently thinking that it should just be a simple but sturdy wooden door that can by locked from the inside by the caster. This way it can allow the caster to have privacy if they choose to, but it still wound't be as safe as say tiny hut, or private sanctum and can still be breached or picked by others outside the workshop. As for your rope trick example, I'll say I didn't even think of that spell simple cause I've never used it, but I think where that spell is still useful for is the hiding in plane sight idea once you pull the rope in.
There's just so many parts of this spell that should be taken into consideration, even if in idea of the spell itself is simple.
Update: After doing a quick two minute search in the homebrew lists, the only spell I saw that would act similarly to this one was Cosmic Workshop.
And for fixing simple tools and maintaining weapons and the like you may just wish to use Mend if you have access to that.
I am wondering if you may want to have this be a spell attached to a magical device that triggers the spell. Then it could be treated like a bag of holding. Maybe a small box with a door instead of a lid would serve as a good totem. Inside could be a small cloth bag holding sand. The owner opens the door and takes a pinch of sand, and then spreads the sand on the ground at a smooth vertical surface. A magical copy of the door on the box appears and the caster closes the door on the box. When he opens the door on the box again, the door on the wall opens. The box would be the only way to open and close the door. But to dispel the magic the pinch of sand need only be scattered away with the brush of a foot or hand.
It seems like an interesting exercise in spell writing.
After doing some more thinking and coming up with mores ideas. I decided the level 3 version of the spell should be a workshop variant of Galder's Tower. So changed its wording to keep the scaling of the spell in a similar manner. Now after I finish with this, I am thinking of still making higher level variant of the spell that would be a demi planer workshop that only the caster can use, but gains additional features baseline and dependent of the chosen spells.
Name - Fizzlewix's Portable Workshop
School and Level - 3rd level Conjuration
Casting Time - 10 Minutes
Range - 10 feet
Duration - 24 Hours
Components V, S, M (A Copper token with Fizzlewix's Sigil)
Description:
You conjure forth a single-story workshop, the workshop 25 feet on each dimension made from stone wood or similar suitably materials. Upon casting, you can choose up to 3 artisan tools that you are proficient with to be available within the workshop. For each tool chosen, a space in the workshop is change to suit the needs of the intended use (ex. if one of the chosen tools is Smith's Tools, then the workshop may contain a forge). Each station has enough materials to maintain gear, and to make simple creations. If someone wished to create something more time consuming, they must provide the materials needs. Anyone within the workshop may use the stations or materials
The workshop is warm and dry, regardless of the conditions outside. If something that originated in the workshop when the spell was cast, it will reappear where the item was when the spell cast. At the end of the spell's duration, all creatures and objects within the workshop that were not created by the casting of the spell will appear safely outside on the ground.
You can cast this spell again while it is active to maintain the workshop’s existence for another 24 hours. You can creature a permanent workshop by casting this spell in the same location and with the same configuration every day for one year.
At higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can increase the size of the workshop by 100 square feet and can choose 1 additional artisan tool for each slot level beyond 4th.
I am starting to think that if we still wanted this spell to have the ritual tag, then I'm thinking reduce the number of tools provided to 1 and remove the abiltiy to make this a permanent structure. Unless yall think that it is good as is, opinions?
I feel like it's better off reducing the tools and not allowing it to become permanent eventually. It doesn't create a structure that's fantastic enough to warrant being made permanent, since it would take far less time and resources to simply purchase an equivalent real-world structure for any player interested in having a permanent workshop. I also still think that it would get a lot more use as a lesser-structure that can be summoned as a ritual, instead of requiring a player to save spell slots for it.
I feel like it's better off reducing the tools and not allowing it to become permanent eventually. It doesn't create a structure that's fantastic enough to warrant being made permanent, since it would take far less time and resources to simply purchase an equivalent real-world structure for any player interested in having a permanent workshop. I also still think that it would get a lot more use as a lesser-structure that can be summoned as a ritual, instead of requiring a player to save spell slots for it.
Yeah I did a 1.0 version before you posted this, which does include most of what you suggested here. The only part I didnt take out was the could make it permanent part. I left it mostly as a bonus feature, even if it is more cost effective for the player to straight up buy a workspace. Just thought it would be a nice little added bonus to the spell. Plus I did change it so that it does make a physical structure now (I can definitely change so that it's not permanent cause I'm still not fully committed to that idea).
Now if I decide to return to the idea higher level variant version (thinking of level 5 or 6) of this spell. I would include the added features, but it would have the restriction of only having access to it through via portal doorway. Unless if I make a workshop variant similar to the level 7 structural summoning spells. Though I may wait to do that idea.
So came up with this idea that my wizard could conjure up his own temporary workshop (since he's not only a spell-write, but also a tinker). I have no previous experience in making spells like this, and wasn't sure if I should've based it off closer to Galder’s Tower, Private Sanctum, or any of the similar spells since that this one does creature a space that the caster can work in. So here's a quick draft of what I'm aiming for the spell, plase let me known if there's anything that you think should be added or changed for a spell like this.
Update: I've done a strikethrough the original post that I made changes to, but what is currently there is the updated version
8 Hours24 HoursYou conjure a door on a flat solid surface that you can see within range. The door is large enough to allow medium creatures to pass through unhindered. When opened, you enter a small demiplane that appears to be a small workshop 25 feet in each dimension, made of wood or stone. When the caster is in the demiplane, they can choose up to 3 artisan tools which would be available for only the caster of this spell. At the end of the spell anything in the demiplane that did not originate in the plane will be expelled from the plane from the point where the doorway is.My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
I'm a bit confused by the wording "3 artisan tools which would be available for only the caster of this spell". Does that mean that only the caster can interact with the tools, or just that the types of tools that can be conjured are only those that the caster is proficient with? If it's the latter, at that point it would probably be simplest just to say that only the caster themselves can enter the space.
I think there should be some details about who can enter and whether or not the workshop provides any kind of security. Does it create a constantly-open doorway, or is it a door that can be closed or even locked?
This might be a major inconvenience, but it might balance out the spell a bit by saying the workshop automatically dispels if the caster leaves the workshop. I would go so far as to say that you could justify treating this as a ritual spell if the caster is the only one able to enter the workshop and it dispels if they leave the workshop. I feel like a lot of players wouldn't want to take this spell if it ate up a spell slot each time you used it, but being able to whip it out at will any time you want to use some complicated crafting supplies and you're safe enough to ritual cast could be popular.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
It seems quite limited for I'm under the impression that if the caster doesn't bring all the raw materials with him he's just getting a workbench and NN tools to use. As a ritual spell though it is helpful.
Thanks, I knew I was missing some key components for flushing out a spell like this, I'll definitely keep those ideas in mind when I do my next pass of this spell. Originally I did have this spell as a ritual but didn't want it to replace the tiny hut spell, so I agree that making it so that it only last while the caster is in the workshop will definitely will help with this. Especially since I didn't want this to end up as a "use X many times in one place and it stays" since the idea of this spell is that it's temporary and not a permanent structure. (though that can be a higher level variant version) If there's ever any other additions that ya'll can think of just hit me up.
I'll make an update when I finish the next draft of the spell.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
This is a difficult one to tweak because if you address my concern and allow material components to become part of it then you get into game breaking areas. For example, my first thought was what about making it a shop where the caster could "store" the material components the shop needed? Well now you have something as good as a bag of holding with extra helpful effects and it is a ritual so it could essentially serve the function of a bag of holding except you couldn't get into it in a pinch. If instead you allowed the workshop to have the material components then you circumvent any game mechanic that imparts a need for you to gather material components, which helps limit many other game breaking problems you might encounter otherwise. I was also wondering if it could become a better version of Rope Trick, a hideaway spell I used in AD&D.
I like the idea of a spell allowing an extra dimensional workshop and allowing some tools to be created in the workshop, but just a little further and I fear it could jump way out of hand.
Matt Coleville has some rules for building a keep or stronghold. In a way, a properly conceived stronghold with a dimension door would fulfil all the need of this spell. Your spell touches on many other spells.
The main thing I like about this spell idea is that it allows classes or backgrounds that give bonuses to crafting items a way to actually take advantage of that outside of just when the characters have downtime. It would be a shame to be a Forge Cleric and have no means of forging anything since you're constantly on the move.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Yeah, that's exactly why I can here asking for opinions because I haven't made a spell to this scale before and I know if it is not worded properly it can easily be game breaking. As of right now, I'm thinking of not allowing the caster to store components, or materials because of those reason, and not to over shadow other abilities/features/spells that should have to be used. Although, I am thinking of adding a snippet something like allowing "simple components" e.i. just enough for gear maintenance but not enough for crafting. Then if they wanted to use this work space for crafting then they would also have to bring outside materials.
The part I'm having a hard time with is the doorway; I'm currently thinking that it should just be a simple but sturdy wooden door that can by locked from the inside by the caster. This way it can allow the caster to have privacy if they choose to, but it still wound't be as safe as say tiny hut, or private sanctum and can still be breached or picked by others outside the workshop. As for your rope trick example, I'll say I didn't even think of that spell simple cause I've never used it, but I think where that spell is still useful for is the hiding in plane sight idea once you pull the rope in.
There's just so many parts of this spell that should be taken into consideration, even if in idea of the spell itself is simple.
Update: After doing a quick two minute search in the homebrew lists, the only spell I saw that would act similarly to this one was Cosmic Workshop.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
And for fixing simple tools and maintaining weapons and the like you may just wish to use Mend if you have access to that.
I am wondering if you may want to have this be a spell attached to a magical device that triggers the spell. Then it could be treated like a bag of holding. Maybe a small box with a door instead of a lid would serve as a good totem. Inside could be a small cloth bag holding sand. The owner opens the door and takes a pinch of sand, and then spreads the sand on the ground at a smooth vertical surface. A magical copy of the door on the box appears and the caster closes the door on the box. When he opens the door on the box again, the door on the wall opens. The box would be the only way to open and close the door. But to dispel the magic the pinch of sand need only be scattered away with the brush of a foot or hand.
It seems like an interesting exercise in spell writing.
After doing some more thinking and coming up with mores ideas. I decided the level 3 version of the spell should be a workshop variant of Galder's Tower. So changed its wording to keep the scaling of the spell in a similar manner. Now after I finish with this, I am thinking of still making higher level variant of the spell that would be a demi planer workshop that only the caster can use, but gains additional features baseline and dependent of the chosen spells.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
I am starting to think that if we still wanted this spell to have the ritual tag, then I'm thinking reduce the number of tools provided to 1 and remove the abiltiy to make this a permanent structure. Unless yall think that it is good as is, opinions?
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
I feel like it's better off reducing the tools and not allowing it to become permanent eventually. It doesn't create a structure that's fantastic enough to warrant being made permanent, since it would take far less time and resources to simply purchase an equivalent real-world structure for any player interested in having a permanent workshop. I also still think that it would get a lot more use as a lesser-structure that can be summoned as a ritual, instead of requiring a player to save spell slots for it.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Yeah I did a 1.0 version before you posted this, which does include most of what you suggested here. The only part I didnt take out was the could make it permanent part. I left it mostly as a bonus feature, even if it is more cost effective for the player to straight up buy a workspace. Just thought it would be a nice little added bonus to the spell. Plus I did change it so that it does make a physical structure now (I can definitely change so that it's not permanent cause I'm still not fully committed to that idea).
Now if I decide to return to the idea higher level variant version (thinking of level 5 or 6) of this spell. I would include the added features, but it would have the restriction of only having access to it through via portal doorway. Unless if I make a workshop variant similar to the level 7 structural summoning spells. Though I may wait to do that idea.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.