Its been awhile since I made my lower level workshop spell, and thought it'd be nice to create a higher level variant, closer to magnificent mansion or temple of the gods. So with this variant, my overall plan was go make something that didn't take up physical space, could be used to craft both mundane and magic items while also giving buff, for those groups who choose not to focus on crafting. The last time I did a spell like this, it became very clear that this type of spell creation is a little out of my comfort zone, so any help with what needs to be added, reworded, or removed would be greatly appreciated; so with that said here's what I have so far.
Update: I have the 1.0 version made, but if you wish to add further suggestions or opinions you can share them either here or on the spell itself.
Components: V, S, M (a golden token with Fizzlewix’s sigil, and a tiny silver key, each worth at least 10 gp)
Description:
You conjure a doorway within range that leads to an extradimensional workshop that lasts for the duration. This doorway is a large metallic door that looks as if it is brightly light from behind. You and any creature you designate when you cast the spell can enter the workshop as long as the entrance remains open. You can open or close the door if you are within 30 feet of it. While closed, the door is locked and is impervious to damage the outside.
You can create any floor plan you like, but the space can't exceed 20 cubes, each being 15 feet on each side. The workshop is furnished and decorated as you choose. You and any creature you designated when you cast the spell, all their gear repaired instantly. Additionally, for the next 24 hours armor and shields gain a +1 bonus to their AC; simple and martial weapons gain a bonus +1 to attack and damage rolls, plus they count as magical weapons for the purpose of overcoming resistances. While in the workshop, you and the creatures you designate on casting the spell, have access to any artisan tool of your choice. You may create any common or uncommon magics item after an allotted time designated by your DM. If you choose to create an item of higher rarity, it may require additional materials that would be require to be brought from outside the workshop. Additional restrictions for crafting may be applied by your DM depending on the items chosen to be crafted.
Any item, with the exception of crafted items, created by this spell dissipates into smoke if removed from the workshop. When the spell ends, any creature inside the workshop is expelled into the nears open space to the entrance.
I like this spell a lot. I'll check back later, but the automatic bonuses applied to the gear of players is pretty powerful. First, you may want to clarify that such a bonus might not apply to weapons and armor that are already magical, ie. the bonuses don't stack. Then, you may want to place a limit on the number of characters that can receive this benefit, otherwise one could presumably equip an entire army with magical weapons. That may be your intent, but if not just be aware that it could happen. If that's not your intent, then consider porting in language from spells like teleport which place such a limit.
I like this spell a lot. I'll check back later, but the automatic bonuses applied to the gear of players is pretty powerful. First, you may want to clarify that such a bonus might not apply to weapons and armor that are already magical, ie. the bonuses don't stack. Then, you may want to place a limit on the number of characters that can receive this benefit, otherwise one could presumably equip an entire army with magical weapons. That may be your intent, but if not just be aware that it could happen. If that's not your intent, then consider porting in language from spells like teleport which place such a limit.
Thanks, this was definitely a first draft so I knew that there were things that needed to be ironed out. It just makes me a bid sad that artificer's can't use this spell without the DM giving this spell as a boon or something. Might make an item similar to instant castle that would function as an "instant workshop".
The macro use of this spell completely went over my head (since I usually don't think of macro uses of spells/items), though I kind of like that idea since this is a higher level spell, but I'm definitely going to add a limit to the gear bonus to 1 per person. If I decide to keep with the "arming an army" with temporary magical weapons idea, then I'll limit it to "1 item per creature of their choice (cannot choose an item that belongs to a different creature)" I might need to be more specific on the limitation, but there's always a "Rules as Intended vs Rules as Written" fight for wording for macro use. Now if it comes down to this idea breaks the system too much, then I'll likely limit it to yourself and 5 other creatures of your choice would gain the bonus. Let me know if you think of anything else man.
I went back over the spell and added item buff restriction to 1 item per creature, to reduce to potential of overpowering an army with +1 bonuses to all their gear. In addition I also reworded a few spots that could've been worded better. So let me know what you think of the current status of the spell, and if there's anything else needed. I personally think it's almost done, but could use some fine tuning with wording.
Components: V, S, M (a golden token with Fizzlewix’s sigil, and a tiny silver key, each worth at least 10 gp)
Description:
You conjure a doorway within range that leads to an extradimensional workshop that lasts for the duration. This doorway is a large metallic door that looks as if it is brightly light from behind. You and any creature you designate when you cast the spell can enter the workshop as long as the entrance remains open. You can open or close the door if you are within 30 feet of it. While closed, the door is locked and is impervious to damage the outside.
You can create any floor plan you like, but the space can't exceed 20 cubes, each being 15 feet on each side. The workshop is furnished and decorated as you choose. You and any creature you designated when you cast the spell, all their gear repaired instantly upon entering the workshop. Additionally, you and any creature you designated when you cast the spell, may choose 1 item (cannot choose an item that belongs to another creature) to gain a bonus for the next 24 hours. If the chosen item is an armor and shield, then it gains a +1 bonus to its AC. If the chosen item is a simple or martial weapon, then it gains a bonus +1 to attack and damage rolls, plus they count as magical weapons for the purpose of overcoming resistances.
While in the workshop, you and the creatures you designate on casting the spell, has access to any artisan tool of choice and may create any common or uncommon magic item after an allotted time designated by your DM. If the chosen item is of a higher rarity, it may require additional materials that would be required to be brought from outside the workshop. Additional restrictions for crafting may be applied by your DM depending on the chosen item.
Any item, with the exception of crafted items, created by this spell dissipates into smoke if removed from the workshop. When the spell ends, any creature inside the workshop is expelled into the nears open space to the entrance.
Its been awhile since I made my lower level workshop spell, and thought it'd be nice to create a higher level variant, closer to magnificent mansion or temple of the gods. So with this variant, my overall plan was go make something that didn't take up physical space, could be used to craft both mundane and magic items while also giving buff, for those groups who choose not to focus on crafting. The last time I did a spell like this, it became very clear that this type of spell creation is a little out of my comfort zone, so any help with what needs to be added, reworded, or removed would be greatly appreciated; so with that said here's what I have so far.
Update: I have the 1.0 version made, but if you wish to add further suggestions or opinions you can share them either here or on the spell itself.
Previous Version:
Name/Level/School : Fizzlewix's Wondrous Workshop, 7th-level Conjuration
Casting time: 1 minute ; Duration: 24 Hours ; Range: 120 ft
Components: V, S, M (a golden token with Fizzlewix’s sigil, and a tiny silver key, each worth at least 10 gp)
Description:
You conjure a doorway within range that leads to an extradimensional workshop that lasts for the duration. This doorway is a large metallic door that looks as if it is brightly light from behind. You and any creature you designate when you cast the spell can enter the workshop as long as the entrance remains open. You can open or close the door if you are within 30 feet of it. While closed, the door is locked and is impervious to damage the outside.
You can create any floor plan you like, but the space can't exceed 20 cubes, each being 15 feet on each side. The workshop is furnished and decorated as you choose. You and any creature you designated when you cast the spell, all their gear repaired instantly. Additionally, for the next 24 hours armor and shields gain a +1 bonus to their AC; simple and martial weapons gain a bonus +1 to attack and damage rolls, plus they count as magical weapons for the purpose of overcoming resistances. While in the workshop, you and the creatures you designate on casting the spell, have access to any artisan tool of your choice. You may create any common or uncommon magics item after an allotted time designated by your DM. If you choose to create an item of higher rarity, it may require additional materials that would be require to be brought from outside the workshop. Additional restrictions for crafting may be applied by your DM depending on the items chosen to be crafted.
Any item, with the exception of crafted items, created by this spell dissipates into smoke if removed from the workshop. When the spell ends, any creature inside the workshop is expelled into the nears open space to the entrance.
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I like this spell a lot. I'll check back later, but the automatic bonuses applied to the gear of players is pretty powerful. First, you may want to clarify that such a bonus might not apply to weapons and armor that are already magical, ie. the bonuses don't stack. Then, you may want to place a limit on the number of characters that can receive this benefit, otherwise one could presumably equip an entire army with magical weapons. That may be your intent, but if not just be aware that it could happen. If that's not your intent, then consider porting in language from spells like teleport which place such a limit.
Thanks, this was definitely a first draft so I knew that there were things that needed to be ironed out. It just makes me a bid sad that artificer's can't use this spell without the DM giving this spell as a boon or something. Might make an item similar to instant castle that would function as an "instant workshop".
The macro use of this spell completely went over my head (since I usually don't think of macro uses of spells/items), though I kind of like that idea since this is a higher level spell, but I'm definitely going to add a limit to the gear bonus to 1 per person. If I decide to keep with the "arming an army" with temporary magical weapons idea, then I'll limit it to "1 item per creature of their choice (cannot choose an item that belongs to a different creature)" I might need to be more specific on the limitation, but there's always a "Rules as Intended vs Rules as Written" fight for wording for macro use. Now if it comes down to this idea breaks the system too much, then I'll likely limit it to yourself and 5 other creatures of your choice would gain the bonus. Let me know if you think of anything else man.
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 went back over the spell and added item buff restriction to 1 item per creature, to reduce to potential of overpowering an army with +1 bonuses to all their gear. In addition I also reworded a few spots that could've been worded better. So let me know what you think of the current status of the spell, and if there's anything else needed. I personally think it's almost done, but could use some fine tuning with wording.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.