Level
2nd
Casting Time
10 Minutes
Range/Area
100 ft.
Components
V, S, M *
Duration
12 Hours
School
Conjuration
Attack/Save
None
Damage/Effect

Drawing on your Spiritual Connection to the power of Nature, this 10 minute ritual allows the castor to "grow" a structure very quickly out of nearby materials. The structure must fit within a 25, by 25, by 25 cube.   The structure contains two floors and stairs.   The structure may be cast against a bluff, in a dell, a ravine, in the gap between boulders, on the surface the ground, or any other solid surface.  In addition, it can be cast inside a water fall, or upon a shallow stream bed (where it would appear as a nondescript water-worn boulder).  It may be cast and composed of any natural substance found in the area it is cast (including the water from a waterfall.  From the outside, the structure appears as a thicket of impenetrable brambles or thorns, a stand of trees, a pile of felled timber, a natural mound/hill of earth, a large boulder, or it may be be completely concealed inside a waterfall of sufficient size--or a combination, at the caster's choice.   If cast in a waterfall, the interior remains completely dry and comfortable.  The entrance and all windows are trans-dimensional, and can only be traversed successfully by invitation from the spellcaster.   The interior of the structure is dry, clean and comfortable, and cannot be destroyed. When the spell ends, is dismissed, or is dispelled, the structure disintegrates and slips onto an inter-dimensional plane, and returns when recast.   

 

Interior. The first floor is fitted with a small kitchen, complete with stone stove (magical no smoke), jugs of water, one gallon of wine, salt, herbs, a bag of simple rice (enough for 10 meals), and other vegetarian food supplies as the caster decides, enough to fill a 5 cubic foot cupboard, or feed 10 people for one day.    The kitchen is complete with coffee, pots and pans, utensils, plates, cups, and tankards.   finally It contains a five gallon Barrel of Meade and enough fire wood for 12 hours.   Aside the kitchen is a living area with a dining table and chairs and other furnishings  per the caster's choice.   A magical smokeless fireplace and enough firewood for 12 hours.    There is a small bathroom on the first floor, and a supply of water sufficient for 12 hours.   Paneled oak walls and diamond paned leaded windows line the exterior walls of the structure, allowing the occupants to see everything outside the structure.  Upstairs, the structure is composed of the same oak paneled material as the first floor, complete with diamond paned windows.  There is room for 10 to sleep in two separate chambers.  In the alcove at the top of the stairs is a small, hidden attic door, that contains a 20 cubic foot storage space.  Items left in the storage space will remain there when the spell ends or is dispelled. The structure does not disappear, it moves into inter-dimensional space.  When the spell is recast, the items will be right where they were left.   Items created in the structure disappear when taken from the structure.

Attached stable.  Attached to the side of the structure, but hidden like the structure, a small stable is created.  The stable is large enough for two pack animals (horse, mule, or similar) with feed and water for 12 hours.   

Concealment:  The structure is undetectable by non-magic means and appears to the beholder like it belongs where placed. Even creatures, monsters, and humanoids familiar with the terrain will not notice its presence as out of the ordinary.  Players with Keen Perception abilities, may detect that something has changed in the area, if they have spent time studying/working in the area in the past (a farmer in a farmer's field, for example) on a Intelligence Saving throw of 16.  While they may determine something has changed on a successful throw, they will not recognize that it is a shelter; inhabitants are completely concealed while inside. The observer will simply recognize that the terrain has changed. The structure will appear as solid, being made from the same material as the outside of the structure.   Detection spells (detect magic, etc.) cast at one or two levels higher than the spell slot used to create the structure are done at a disadvantage.   Detection spells cast at the same spell slot or lower reveal nothing.    The door to the interior of the structure is indistinguishable from the surrounding material.  Likewise, windows are not detectable from the exterior.   The windows are effectively invisible and appear as a continuation of the material used to construct the shelter.  

Concealed entrance: Investigation rolls by those with a proficiency in investigation must succeed on an intelligence DC of 16, those without a proficiency in investigation will find nothing.   Investigation spells (detect magic, investigate, etc) to locate the entrance must be cast at a higher level than the one used to create the structure, or they fail.   The spells cast above that level do so at disadvantage.  The structure only lasts 12 hours, but it is impervious to dispel magic cast at the same level or lower than the spell used to create the structure.  A detect thoughts spell only works on the material of the structure and completely fails unless the structure is comprised of living vegetation.  The vegetation making up the structure is completely unaware of the inhabitants inside, the location of doors or windows, and merely reflects on its desire to grow and propagate.  In addition any hacking, burning, lightning, poison, acid thunder, cold, wind, or slashing (etc) damage self-repairs in one turn.    If dispel magic is successfully cast at a higher level (e.g. level 3) than the spell to create the structure (e.g. Level 2) the structure fails over two rounds, and the occupants are automatically transported to an unoccupied area within 100 feet of the structure (castor's choice).   The castor may invite characters and/or creatures inside, as well as his party.  Anyone who successfully finds the entrance, will be able to force the entrance open by pushing inward (Strength DC17).  The area beyond the entrance will appear to them as a warmly lit tunnel, eight feet tall by eight feet wide, and twenty feet deep, and free from any distinguishing features, except a faint blue glow from the opposite end.  Any creature that enters without an invitation from the spell castor, is teleported to an unoccupied area 100 feet from the structure, facing the opposite direction.  immediately afterwards, the entrance shifts to a new location on the structure exterior of the structure (although the exit inside remains the same).  When the castor disinvites someone who previously gained entry by invitation, that creature is teleported to an unoccupied area 100 feet from the structure, facing the opposite direction, and the entrance shifts to a new location on the structure. The creature must make a constitution savings throw against the spell castors savings throw, or be disoriented for one minute.  If disoriented, the creatures subsequent attempts to find the structure are taken at a disadvantage.

Attacks on the Structure: Non magical attacks fail to damage the structure.  Fires burn out, cold does not penetrate, non-magical lightning and thunder and absorbed, and hacking and slashing damage heal and grow back in the next turn.  Spells that create doors or passages through solid material (pass through stone, etc) may succeed in creating an opening, but those become inter-dimensional portals like the door and windows created by the spall, and transport any uninvited creature 100 feet away from the structure in an unoccupied space, as described above.   The structure is immune to magical attacks made from spell slots at the same level or lower than the spell slot used to create the structure.   The shelter is resistant to magical attacks made by slots one or two levels above the spell slot used to create the structure.  The structure remains intact and unchanged inside during attacks while the structures hp remains 0 or higher.  Cast with spell slot level 2 the structure has HP = (58) 10d10 + casters spell casting modifier; each spell slot used at level 3 or above, add 1d10 per level, The structure has an AC of 16 regardless of material used in construction, except stone, which has a AC of 18.    When the structure drops to 0 hp, the occupants of the structure (and stable) along with their belongings are teleported by the structure to a position of the caster's choice upto 100 feet from the entrance.   If the spell caster is unconscious, the inhabitants are teleported to an unoccupied open area on solid ground 100 feet from the structure in any direction (DMs choice).  The entrance into the shelter is trans-dimensional, as are the windows and temporary openings created using magic (above the level used to create the structure) therefore scrying spells attempting to locate the occupants are done at a disadvantage. 

Attributes: When the spell ends, is dispelled, or dismissed (by spellcastrr's bonus action), the structure dissolves into its basic components in 2 rounds.   Everything taken into the cabin, and all occupants, are teleported 100 feet from the entrance in an unoccupied space (spellcaster's Choice).   Items left in the storage space remain there.   When the spell is recast, the exterior may take any form that the castor wants (based on local materials), but the interior is unchanged.  The tangible supplies (wood, food, water, etc) are completely replenished, and items left in the storage space are exactly where they were left. The spell can be cast again during the 11th hour, after a short rest, as long as the spellcaster is inside.   The structure will exist for 12 additional hours from the moment the spell is cast. Otherwise, the spellcastrr must cast the ritual again in a different location.

Higher Levels

At each spell slot above level 2, the stable doubles in size, as does the storage space in the attic.  Ergo, at level three, the stable can contain 4 pack animals (storage space of 40 cubic feet), at level four, it can contain 8 animals (storage 80 cubic feet), to a maximum of 16 pack animals at level 5 (160 cubic feet storage).   

Cast at a Level 5 Spell slot.  The structure may be cast in water as long as the water's depth is not deeper than 100 feet.   In water, the entrance is hidden on the surface, but the structure exists below,  If cast on water, land creeps up from the lakebed, steam-bed, etc, and forms an island.  The structure appears as part of that island.   The size may be increased to 30 X 30 X 25 (spellcaster's choice) with food, water to feed up to 20,  and sleeping spaces for up to 20.  Magic immunity is increased to all spells cast at a level 5 or below, including dispel magic.  The structure now lasts 24 hours.  Alternatively, the structure may be cast in soil (not solid rock), completely concealed below ground.  Whether in water, or inside land, the door is formed at ground level and the windows operate as if above ground.  Pack animals can be led into the stable opening by simply leading them to the the main door.  In addition, scrying spells cast at level 5 are ineffective.   

Cast at a Level 8 spell slot.  The structure is completely invisible/indistinguishable to non-magical sight.  The structure may be cast in solid stone.   The structure is immune to magic spells cast at level 8 or below.  Level 9 spells or higher are at a disadvantage.    The structure can be expanded to fit a 40 X 40 X 40 Cube, with up to 3 floors, and can be configured as the castor decides.   Tangible supplies (fuel, wood, food, drink) are replenished every hour.  The spell lasts until dismissed by the castor, which may be done at will.   If the spellcaster dismisses the spell without exiting, he or she chooses a location, unto a mile from the entrance, where the party is deposited along with pack animals and belongings..   The inhabitants find themselves concealed inside a foggy area (similar to the spell Pass without a trace). The fog only lasts 1 minute.   Scrying spells cast below level 8 are ineffective 

Cast at a Level 9 spell slot.  At level 9, the structure hp increases 18d10+ the spellcaster's spell modifier.  Any creature[s] that is able to gain entry without an invitation, or who is disinvited, is transported to the ethereal plane.   Once cast a level nine, the spellcaster may dismiss and recall the structure at will.  If dismissed, the caster may choose any location he or she has previously visited on the material plane, and transport him/herself and anyone in the structure (including pack animals and all possessions) to that location.  

 

* - (nearby vegetation, wood, stone, mud or water.)

Available For: Druid (Legacy)

Sairren_Dippity

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