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5e Spells

Galder's Tower 5e

September 22, 2022

Galder’s Tower: 24 Hour Erection

Usable By: Wizard

Spell Level: 3

School: Conjuration

Casting Time: 10 minutes

Range: 30 feet

Duration: 24 hours

Components: V, S, M (a fragment of stone, wood, or other building material)

You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:

  • A bedroom with a bed, chairs, chest, and magical fireplace

  • A study with desks, books, bookshelves, parchments, ink, and ink pens

  • A dining space with a table, chairs, magical fireplace, containers, and cooking utensils

  • A lounge with couches, armchairs, side tables and footstools

  • A washroom with toilets, washtubs, a magical brazier, and sauna benches

  • An observatory with a telescope and maps of the night sky

  • An unfurnished, empty room

The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.

You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower 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, the tower can have one additional story for each slot level beyond 3rd.

Review by Sam West, Twitter:@CrierKobold

The Lost Laboratory of Kwalish is a module by Wizards of the Coast supporting the Extra Life charity; Galder’s Tower is a little Mighty Fortress effect you can find within it. This basically gives you a ten minute cast time pop up tower; a twenty foot structure with temperate shelter and whatever you’d need to rest and relax. It’s basically Tiny Hut, but if Tiny Hut was less tiny and also a spa. 

If you like the idea of a pop-up prebuilt tower you can take adventuring, Galder’s Tower fits the bill. It's basically fancy camping equipment on a 3rd level spell; you’re not going to all that often put this up while dungeon delving for protection, but out in the wilderness, this can be a decent, albeit very obvious, location to rest. 

The big reason Tiny Hut has some level of infamy is its selective entry; only the creatures the caster wants to get in can, and everyone else just has to sit and wait or figure out some means of getting through the magical barrier. Galder’s Tower is just a building. People can kick in the door and start a ruckus. It's probably a more defensible position than just laying out in the open; I don’t think that’s preferable to discretion when you’re being hunted or worried about hostile creatures around you. 

Galder’s Tower isn’t something you’re going to take to get a lot of gameplay improvements from, but something you take when you want to have your characters fresh and pampered. It’s the self-care of 3rd level spells. You’re not going to really mechanically perform any better by having it. If you think its finally time your wizard got a little something for themself, Galder’s Tower could be that special treat. If you’re looking to get more juice out of your 3rd level slots, Galder’s Tower is definitely not it. 

See Also:

Magnificent Mansion

Mighty Fortress

Heroes’ Feast


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