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Sor/Wiz 7, Clr/Or 7, Bard 6
School: Conjuration [creation]
Casting Time: 1 minute per square foot (see text)
Target: Close (see text)
You magically conjure a building into existence, one brick, board, and nail at a time, by meditating and focusing on the intended structure. In order to cast this spell, you must be in a relatively flat, clear area-- the building radiates outaward from you during the casting of the spell and the finished building will stand in the spot you are in during the casting-- you are always in the center of the building upon completion of the spell. A stone foundation is summoned as a part of the spell. If you intend for the building to have a basement, the spell can create hewn stone walls for the basement but the are the basement is to occupy must be dug out first.
The building is constructed of nonmagical brick, wood, glass, and metal. Once the spell is complete, the building is completely mundane and cannot be dispelled. The caster may include details such as wall sconces, decorative crown molding, or other simple fixtures, but no moving parts more complex than a door hinge or simple window pane. Any doors created do not have locks, but may have latches or bars.
There is no limit to the size of the building this spell can create, except that the building must be created all in one casting. If the building is to have multiple floors, the total area of all floors determines the spell's total casting time. (For example a three-story building with a 60-sq ft foundation would require a casting time of 180 minutes.) If the casting time exceeds four hours, the caster must make a concentration check each hour after the fourth, with a cumulative -2 penalty on the check.
As part of the casting of this spell, the caster must also make a Knowledge (engineering) check. The DC is 15 for the first 50 square feet, and increases by 1 for each additional 20 square feet, plus an additional 1 for each extra detail the caster wishes to include beyond "door" or "window". The caster may gain a +4 bonus on this check if he spends 1d4 hours before the spell's casting sketching out the blueprint of the building; any number of people may aid him on his check during this time. If the caster fails his check by 10 or more, the building collapses 2d4 rounds after the spell is complete. Failure by less than 10 means the building is safe to occupy but is flawed in some other way-- perhaps the door frames are out of square and the doors don't close properly, or perhaps the windows are on the wrong walls (or missing entirely) or the walls may alternate between wood and stone in odd places. The details are determined by the GM. A skilled laborer may be able to repair the building with a Craft (carpentry) check.