SC Tower of Mists
The Tower of Mists
Wondrous Location, artifact (requires attunement)
The Tower of Mists is an artifact item of magic in and of itself, drawing power from ancient Netherese techniques which tap into the innate flows of magic through the landscape itself. Attuning to the tower requires spending a long rest in the tower, a period of attunement that includes sleeping within its demesnes to create the connection.
An attuned user gains the following effects.
- The ability to summon or banish the Mists Ward around the tower. It takes one full minute for the ward to appear or disappear.
- May ignore the divination-blocking effects of the Mists Ward.
- May ignore the teleportation-blocking effects of the Mists Ward.
- Command the tower's domestic magics – commanding lights to activate, summoning a single unseen servant with unlimited duration while within the tower, command flames into hearths and lanterns, cause water to fill basins.
- Command the domestic magics of the Great Cistern below the tower – commanding flows of water, causing basins to fill or drain, altering the temperature of water to range from near-boiling to near-freezing, commanding lights to activate.
The following effects are granted only to the master of the character with full attunement to the tower.
- Grant another creature a "shadow attunement" to the tower. This requires the creature spend at least a short rest with the attuned user in the Temple to Mystryl. The attuned user chooses which of the above effects to grant that attunement.
- As an action, summon a helmed horror from a gout of sudden mist, to defend or otherwise serve you. The helmed horror remains for ten minutes, or until it is destroyed or banished by you. Once you have used this ability, you must complete a long rest before you can use it again.
The Mists Ward
The tower is surrounded by a ward that generates a number of effects. While the ward is active, all of the following are in effect.
- A three-story field of mist. Any who attempt to enter this field without a proper ward token are attacked by eight helmed horrors.
- Divination and teleportation work within the tower, but cannot bypass the ward's boundaries. It is impossible to divine or teleport into the tower if one is outside of it, and vice versa. The sole exception to this is the teleportation circle that is the foundation of the magics in the teleportation chamber.
- Misty step can be used to teleport anywhere in the tower, controverting the normal limits of that spell's range. The field of mists is considered part of the tower for the purpose of this effect.
While functioning as a teleportation circle, it can be "locked", preventing even those with the address from accessing it, or requiring an additional pass-phrase or other requirement for anyone attempting to pass through to it. Additionally, the chamber draws on the power of the ward, allowing a magician casting teleportation circle in this chamber to use a 4th level spell slot to cast the spell.
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○ Attunement: In order to control the mists, someone must attune to the altar of Mystryl on the uppermost chamber. One who is attuned can permit others to have "shadow attunements" to the tower. The one who is attuned to the tower can also use an action to summon a helmed horror to defend them in battle, no matter where they are in Faerûn; it appears in a sudden bank of mists.
• Planecaller's Libram
• Basement
• Foyer Lounge
• Library
• Study/Workshop
• Greenhouse
• Master's Chamber
• Teleportation Chamber
• Temple to Mystryl
• Roof