101 Random City-Scale Magical Enchantments!


Homebrew and House Rules


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I have been working some time to have something to show for cities being inclined to enchant their features for safer and more convenient/productive living scenarios. It's absurd to me that magic would only be used to kill monsters and other people when there is so much utility to be found.

I don't need creation stats, so much as just ideas. This is meant to go in a random table of unique magical engineering feats in a settlement.

1: Magically reinforced Building:
DC 15+caster level spell resistance, +2 hardness, double hit points.

2: Magical Conduit Towers:
Justifies explaining increased range and area of effect for certain spells, like crystal arcane antennae or whatnot.

3: Divination Pool

4: Never-ending Well/Cornucopia/Replication Apparatus

5: Obelisk of Reparation

6: Simulation Chamber

7. Magi-Elevator

8. Phantom Butler

9. Climate Control

10. Message Stone

11. Wall-Mount Receptionist

12. Zone of Truth Witness Stand

13. Projection Figment Theater

Standard Magitech by Settlement Size:

Small town and lower, no standard magitech.

Large town: Magically treated private chambers and offices for heads of state, magically treated bank vaults, dungeon cells for high-profile criminals, magically augmented wells, climate control for wealthy residences or storage lockers for sensitive items. Standard enchantment caster level 8th.

Small city: As large town, + magically treated outer walls, message stones communicating key points in the city, luxury items in the wealthier hotels and estates, such as heated magical water, illusory artworks, phantom butlers, ghost music, etc. Standard enchantment caster level 12th.

Large city: As small city, but with conduit towers for extending the range of enchantments, auras of reparation for important structures, and magically treating important wings of large buildings rather than individual chambers. Offices have divination-enhanced chambers for lessening fraud, and the highest echelon of entertainment and wealth wields vast illusory projections and arcane servitors. Standard caster level 16th.

Metropolis: As large city, but with magically treated transportation lines, extensive arcane communication to most buildings, arcane factories and sustenance conjurations, arcane methods of controlling the weather and surrounding agricultural efforts. Inter-dimensional travel available for heads of state and industry to pre-set buildings such as from court to the throne hall. Entertainment has sensory immersions with simulation experiences, and justice institutions have scrying pools and divination witness stands. The strength of magically treated materials allows for exotic methods of construction and defense. Entire buildings of great importance such as banks, palaces, dungeons, magically treated. Standard caster level for civic-wide effects: 20th.

**This assumes a high-magic setting. For a standard magic setting, go back one size. For a low-magic setting, go back 2 sizes.

**I have a homebrew ritual casting system where with time and assistance, spell effects can have their caster level up to double. In places where this is not the case, cap the caster levels based on highest caster available.


14. The Black Pudding Sewer Company

15. Unseen Servant Rickshaw Taxis


I am of the opinion that every... let's just say, less than reputable innkeeper should take a level in bard. Sleight of hand, Bluff, Appraise, Diplomacy, heck, even Disguise, Stealth and UMD might be useful too, and that's just for skills; Prestidigitation to turn Fillet o'Rat into a delicious delicacy. Ventriloquism, Silent Image and Charm Person seem like good choices, and Undetectable Alignment might not be a bad idea for when a Paladin or Inquisitor decides to pay the inn a visit. And it only gets better from there.

No, this isn't Thenardier... what are you talking about. I've never even read the book *covers username with whiteout*


Haha that's awesome! Black Pudding Sewer Company. Ironic since we ran into oozes and slimes during last session in a sewer :( Straight con damage, no save. Not fair!


Well, now you know why they were down there :p


For a more magical feel to things, just look at what you have in 'mundane' and come up with a magical version.

Street lighting. Come sundown, magic balls of glowy stuff either come up out of the ground or file on out of a government building somewhere and take up their allotted stations around town.

Exclusive hotels might have baths heated by tamed / bound fire elementals.

Sauna run by steam elementals (or mephits if they axed the 'crossed' elementals).

Instead of sending out fishing boats or what have you, they just have a band of water eles go retrieve a bunch of fish.

Animated constructs beds and chairs that give you JUST RIGHT support for your sitting / sleeping.

Similar to the Black puddin sewer company, there might be 'standard' rubbish bins that have something that eats everything except stone or metal or whatever

Unskilled labour force for the gvt department might be handled by golems, bound outsiders or undead (depending on the feel you want).

God only knows what the town brothel has in it though.


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16. Levitation Lifts: for personal and supply transportation up and down various structures.

17. Transformative Incarceration Cells: some cells for incarceration that bear triggered Flesh to Stone spells, some cells for prisoner release with triggered Stone to Flesh spells.

18. Floating Disc Rentals: for personal and supply transportation throughout the city.

19. Magic Mouth Information Services: cast at strategic locations, they can be used as informative kiosks.

20. Privacy Booths: enchanted with Mage's Private Sanctum to ensure that meetings (or clandestine engagements) remain private.

21. Wind Projectors: used either for powering windmills or pushing trading ships along, these projectors can provide well-timed gusts of wind.

22. Teleportation Gates: enchanted with teleportation circles for cross-city travel or transport from city to city.

23. Scenic Hotels: where each room has one wall of force on the outer wall so that guests can view the scenery unobstructed and yet remain assured of their safety.

24. Reduction Storage: facilities where items are shrunk for increased storage efficiency and then allowed to expand once again when retrieved.

25. Weather Control Machinery: utilising a variety of spells to guarantee that the weather in the surrounding countryside and directly above the city remains stable and helps the city to prosper.

26. Riot Suppression Systems: rods placed about the city that when triggered, calm emotions so that the populace can be more easily redirected.

27. Clone Facilities: utilised to mass produce soldiers or to ensure that loved ones are never truly lost.

28. Fortune Factories: areas ensorceled with crafter's fortune to help the city's artisans create the finest quality goods.

29. Waterworks: used to create clear, pure water for any city's needs.

30. Sleep Chambers: rooms or tubes enchanted with deep slumber to provide adequate respite for overworked, sleep deprived or insomniac members of society.


Uhhh, hey. I don't know anything about this so my response is entirely pointless for your sake. However, I'm currently studying all aspects of D&D--having played only 3 times myself--as well as strategies and mindsets of DMing so that I may take up the reigns in about 20 or so years from now. That being said, this virtually pointless post has been placed conveniently so that I may re-trace my steps back here as yet another study/idea reference. Ty for your time sir, and good day!


31. Signs, signals and advertisements projected high in the air by means of Silent Image spells.
32. Propaganda-posters using Illusory Script spells.
33. People renting out their bodies - literally, for Magic Jar spells.

RPG Superstar 2015 Top 8

This is an awesome thread. I have flagged it because it should be in the suggestions/homebrew forum, though, where more homebrew minded people will see it and be able to help.


34. Construct Teams: Controlled constructs of various sorts used for demolition and construction purposes; this would allow various magitech cities to construct high-rise buildings, aqueducts, bridges, walls, irrigation systems and more.

35. Early Detection Systems: for a very "father-knows-best" state where people are tightly controlled, every streetpost can be imbued with Detect (Alignment) spells to identify citizens who have intentions not in keeping with the state goals. In areas where undead are a problem, the same could be done, enchanting streetposts with Detect Undead spells or flare spells to draw attention to where problems are.

36. Diagnostic Centers: to detect the presence of poisons, disease or curses upon patients.

37. Dictum Batons: carried by LEOs (law enforcement officers), these batons can help to subdue criminal activity or to detect the presence of those who would disregard the law.

38. Dimensionally Anchored Resources: strategically placed by construction teams to ensure that extradimensional intruders cannot infiltrate the city and/or various buildings within it.

39. Displacement Training Grounds: arenas designed to help train soldiers with blind-fighting and piercing illusions in combat, or to recognize illusions for what they are.

40. Nutritional Rest Centers: centers where dream feasts are served to those who cannot afford to purchase food, providing food for even the most indigent citizen.

41. Water Enhancement Systems: used for purification of water and ease of conversion to alcohol. They can be maintained at various water processing centers for distribution to alehouses.

42. Supplementary Entertainment Assistance: used at various entertainment venues, they enhance bardic performances via use of exquisite accompaniment spells.

43. Resource Simulators: use to fabricate materials that the city needs for construction, trade or crafting.

44. Confession Cages: useful for getting to the truth of any crimes via forced repentance spells in order to maintain peace (or control).

45. Resting Vaults: Areas where slain soldiers or LEOs are stored and gentle repose is used to preserve the bodies until adequate resources are available to raise them from the dead.


46. Fountains of water purification.. Nice little devices that automatically purify the water drawn from the wells operated by the Black Pudding Sewer Company.

47. Unseen Shoneshine Boys. Do I need to explain?

48. Elemental Heating Company and Decorative Fireplaces.. Please don't deface the confining runes on the fireplace bricks. We also sell air elemental ventilation systems for a perfectly desirable indoor climate of your choice, and can design systems to match every need.


Would you need to purify existing water for wells when you can simply create water at the waterworks (#29)? I understand the desire to recycle, but it's a magic society. :)


These are good ideas but I would love to see a cost for them. I would think that a weather control device would be outrageously expensive. Same for bound elementals. Still lots of good ideas here.


These are all amazing, guys, thanks! As for cost Mathius, the way I handled it was looking at the magic item creation rules, determine how many uses, caster level, spell level, etc. And double for it not taking a bodyslot item, and follow that formula. I'll give you the crunch for what I have statted so far: I mainly wanted ideas rather than crunch, so they're doing that very nicely for me :)

Examples:

3: Divining Surface
Effect: Permanent or at will divination in a reflective surface that is at least 10 square feet per spell level. Must be a divination spell effect with a duration of more than instantaneous. It acts as the spell.
Cost: Caster level x Spell Level x 2000 gp.
Example: Caster Level 7 Scrying Pool: 56,000gp.

4: Never-ending Well/Cornucopia/Replication Apparatus

Effect: Permanent or at-will conjuration that creates food stuffs, water for drinking, crafting materials, or the like.
Cost: Caster level x Spell Level x 2000 gp.
Examples: -Never-ending hot tub of heat and perfume, (prestidigitation & create water together count as 1st level spell), caster level 1 (minimum). 2000 gp. Fills up 2 gallons/round.
-Simple well (create water) caster level 1 1000 gp. (0 level spells count as ½ level).
-Cornucopia Cupboard (create food and water)feeds/hydrates 3 medium characters/day caster level 1, 2000 gp.
-Automated Factory This manufacturing apparatus churns out up to 90 cubic feet of finished manufactured goods of mundane value or 9 cubic feet of minerals, per round. The apparatus must furnish raw materials of a similar substance to function. 80,000gp. (Fabricate, CL 9)

12. Zone of Truth Witness Stand

Effect: A heightened zone of truth is focused on the witness stand, making a permanent place where lies cannot be voiced. The DC is 20 will enchantment, mind-affecting compulsion.
Cost: 45,000 gp (5th level spell slot, caster had spell focus and greater spell focus. Halved cost for reduced area of effect to 1 target).

Remember, this is a city budget, not an individual. It's going to be capable of fronting some pretty absurd tabs. Also, the magically treating rules are in ultimate combat. I do 2 changes though:

1. +2 hardness rather than double (if a magic weapon doesn't double in hardness, why would an entire building?)

2. I add a general 15+caster level spell resistance for effects against or through the treated structure (dimensional travel, evocations, clairvoyance, etc.) This simple fix makes generic magical treatment very useful for magical defenses. I make it 15+caster level rather than 10+ because of the expense involved, and nothing stops a caster from trying multiple times.

These are all great though guys, keep em coming!


Mathius wrote:
These are good ideas but I would love to see a cost for them. I would think that a weather control device would be outrageously expensive. Same for bound elementals. Still lots of good ideas here.

Do you not feel qualified to calculate the cost?

I'll give you a sample calculation:
Levitation Lifts: Using the rules for Magic Item Creation, in this case, you're applying a spell effect (presumably use activated), so the formula is spell level (levitate; 2) times the caster level (20, so that it can lift up to 2,000 lbs.) times 2,000gp. The price for a levitation lift, in that case, would be 80,000gp. Simple.


Nice thread.

I suspect though that only the rich would have access to a lot of these enchantments.

Likewise, the evolution of a society is often in response to social pressures, so I suspect more 'mundane' things like the city guard having access to a wand of grease/web are more likely than enchanted sewers and lifts within cities (too altruistic unless only accessible by the elite, for the elite).

That said, these very points would make a nice juxtaposition for the players to illustrate the divide between the haves and the have not's.

Dark Archive

Ray of Frost could be used to keep an area cool. A slab of stone flooring or shelving unit in a chamber could be constantly cold, functioning as refrigeration for long-term storage of foodstuffs, while perpetually cold plates in the floor (under carpeting) could keep a throne room cool and comfortable in a hot desert country, and a perpetually cold pole sticking out of a water-cache could draw ambient humidity to the sides of the pole to fall down into the storage vessel. (Divine magic goes a step further. Cantrips can create fresh water, removing any need to attract ambient humidity. Cantrips can also freshen food and purify drink pretty much indefinitely, making refrigeration pointless. But arcane cantrips still take the cake at cooling areas, or, via prestidigitation, warming them.)

Suits of impractical full metal armor in a hot region might be tolerable only because cheap cantrip-level cooling magic on the underlayers keeps the wearer from overheating. With ray of frost as the underlying magic, and assuming mass production of these cooling layers, it's possible that such an innovation might only add 25 gp. or so to the cost of a suit of plate armor designed for use in a nation with a climate like Egypt or Persia, which, compared to what one is already paying for that sort of armor, is a drop in the bucket.

It's true the higher level magic might make for some dramatic sights, but simple cantrips could revolutionize a setting, if applied to preserving food, etc. and would be much cheaper, and therefore much more likely to be seen all over the place, and not just in wizard's towers or royal throne rooms.


"Tired of smelly peasants and surly nobles? Invest in one of our municipal water systems! Our starter package gives you several public baths, great for preventing plague and diffusing tensions.

Want to do more for your city? Our civic plan adds to the comfort by installing pipes beneath your streets. Our dry steam system guarantees that your streets will be dry and clear regardless of weather.

Still not satisfied? Then go Caesar! With redundant systems and enough capacity to handle a polar metropolis, this baby has it all. Piping extends from the streets into the meanest shack. Hydrants at regular intervals provides fire protection and lets you flush the streets clean. The system even extends to the city walls! With it's own dedicated components, simply activate to cook anyone attempting to invade."

For water treatment and waste disposal options, please see our affiliate, Black Pudding Reclamation, and, for a limited time only, we've teamed up Dawnflower Gardens for a special on heated parks and greenhouses.

Permanent Wall of Fire + Decanter of Endless Water = Unlimited hot water and steam power!


strayshift wrote:
these very points would make a nice juxtaposition for the players to illustrate the divide between the haves and the have not's.

Or the old and the new; since magical items don't wear down, it's an investment that will pay dividend... eventually.

Set wrote:
simple cantrips could revolutionize a setting, if applied to preserving food, etc.

The problem is more that the spells are all geared towards adventurers. What a population really need are spells that make pregnancies go smooth, that create sturdy outfits or that identify ownership of items. Not rays of frost or balls of fire.


Isn't there an orb of weather control already?


Tiny Coffee Golem wrote:
Isn't there an orb of weather control already?

Besides something to control the weather (which greatly helps nearby farms) a city wide pseudo 'endure elements' enchantment to help control the temperature of the city would be great.

Like the city never gets colder than 50 F, and never warmer than 80F.

Dark Archive

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VRMH wrote:
Set wrote:
simple cantrips could revolutionize a setting, if applied to preserving food, etc.
The problem is more that the spells are all geared towards adventurers. What a population really need are spells that make pregnancies go smooth, that create sturdy outfits or that identify ownership of items. Not rays of frost or balls of fire.

True. Arcane cantrips in particular are adventurer-friendly and not terribly useful for practical matters (although prestidigitation can be ridiculously useful).

Still, mending goes a long way towards making clothing / tools / etc. last potentially forever, and might even be restricted in some areas, as it greatly reduces 'repeat customers.' If a mending cantrip every week or so can keep a good pair of boots going strong for *decades,* boot-makers are going to be kinda miffed.

Other items (at least in the real world, if not necessarily in a fantasy world) are designed around 'singe-use' or 'frequently replaced' designs, such as a wooden shield, which might be trashed after a single battle, or even a single encounter during that battle.

I'm totally fine with there being an assortment of cantrip level 'practical magics' available not just to PC spellcasters, but, more importantly, to NPC adepts, allowing them to have an 'ease childbirth' spell that probably won't ever have an application for an adventurer, but is considered the best invention in the history of ever by an NPC about to have her first kid. Such spells wouldn't even need to have stats. There's no game mechanics for what childbirth does, so there doesn't really need to be game mechanics for how this spell works. Similarly, there's no real game effect for 'hangover,' so a cantrip that 'cures hangovers' doesn't really need game stats either. A spell to protect against unwanted pregnancies and / or STDs might similarly not need stats, since, again, there's no game rules for 'syphilis' or 'bun in the oven.' (Nor, IMO, does there need to be.)

Variations on guidance might exist for a dozen different skills, only modifying a single skill roll (or perhaps allowing a reroll on a failure?) and having a duration of 'until the skill roll you're making is completed' so that it can be used to enhance a craft check that might take a week to make, or a gather information check that's going to take a random number of hours, or a disable device check that's going to succeed (or fail spectacularly) in six seconds or less.

Still, the thread asks for city locations based on these sorts of concepts, such as a midwifery in which a few adepts usher in women in the late stages of pregnancy and take coin to provide safe and (relatively) painless childbirths, perhaps having minor spells to induce labor in a woman whose child is being stubborn, or a minor transmutation to, er, increase dilation, etc. They might also sell fertility drafts (or contraceptive talismans or ointments) as well, for relatively low prices (25 gp. for a potion that makes you infertile for a month, might be appropriate, but since it's necromancy magic, various churches might freak out over its nature).

A grainery could also be protected by necromancy, with an aura of both heat-absorbing cold, to keep the food from spoiling and to inhibit the growth of mold or whatever, and also an aura of unease, that makes the workers feel somewhat paranoid and unwelcome (a weaker version of fear, that only in the extremely weak willed leads to the shaken condition) but tends to scare the crap out rats and other vermin who might otherwise eat the stored food or taint it with their droppings. Alternately, in a location where necromancy is shunned or a game setting where necromancy + food = spoiled food, enchantment magic might protect the grain, by charming local cats and / or owls and / or falcons to roost / lair in the structure and devour any rats (or bugs, etc.) that come anywhere near the stored food. Illusion or conjurations might also serve to protect a grainery, and those 'cats' or 'falcons' that are swooping and pouncing on the rats might be figments, shadow conjurations or really real conjurations.

Thanks to purify food and drink and prestidigitation, almost anything is edible, and can even be made tasty. An exotic gourmand restaurant might have only venomous creatures (both plants and animals) on it's menu, with the cooks doing their best to use prestidigitation sparingly, so that one actually is tasting giant centipede, and not just eating magically-bacon-flavored-giant-centipede. Rare monthly specials would be creatures that are deadly, and not just toxic, such as seared strips of basilisk on a bed of crispy fried rot grubs with a warm (and chemically neutralized...) green slime dipping sauce. A sign out front has numbers on it, and the numbers are changed every now and then to read how many days it's been since someone has died eating one of their meals. (They change the sign more frequently than people actually die, because they found that people seem attracted to the thrill of eating the 'Deadliest Catch' or 'Most Dangerous Game.' So the sign reads '08 days' but it's really been a month and a half.)

A city might have public baths, with some pools kept magically cool, others kept magically warm, and some kept quite hot in the steam rooms. All surfaces would be self-cleaning, thanks to prestidigitation, at least in the finer areas of the baths (membership only sections, where the city's elite hob-nob). Cantrip level magic can handle most of this, with purify water keeping the pools clean, and 'pumps' that use mage hand to circulate the water. Prestidigition handles cleaning of surfaces and maintenance of water temperature. Because of the small areas affected by these sorts of minor magics, a large pool might have a dozen tiles in the mosaic on the bottom dedicted to cleaning the water, and a dozen more dedicated to keeping it moving, and a dozen more for maintaining the temperature, rather than a single magical item running it all. In the 'steam room,' one of the backers may have splurged for an obscuring mist enchantment, which, being all of a 1st level spell, would be a luxurious expense compared to the cantrips and orisons running the rest of the facility. A few private rooms in the members only section even have unseen servants to fetch drinks and towels, but most of the membership actually prefer living servants to boss around and feel superior to. It's all terribly common compared to the private baths in the wizards guild, which are rumored to have floating spherical pools of water in which one can breath and speak as if in open air and scantily clad simulacra of the royal family acting as servants and similarly scandalous shenanigans. (Not that the wizard's guild actually has private baths, but they are willing to let others spread gossip about how rich and awesome they are...)


As to organizations: Merrie Mages. Specializing in such spells as: Prestidigitation, Make Whole, Mending, Unseen Servant.

Edit: For all your spring cleaning and post-party requirements!


Why have 18 months mandatory service when you turn 18 when once a year the entire population can put in one really good days work as they all serve under compulsion of magic. Necromantic grave yard shifts too. Grow up, work for the living, retire, die and then shamble in front of a bus in a zombie dogsled team...


49. Places to get tested for magical aptitude.

Dark Archive

The Shade Quarter is where the town bazaar is built. To keep goods (and people) out of the hot sun, the entire section of town is under a permanent shadow, so that no matter where you stand, it's as if a tall building stands between yourself and the sun. The buildings adjacent to this quarter mark the edges of the effect (and those within the quarter rise above it) so that, dangling above the shadows of the bazaar, flowered vines hang from sunny balconies.


Pavilions of Commerce 20' opaque domes, overlapping one another around the edges of the bazar or market square, for discreet shopping amid the clutter of daily commerce. Such pavilions are always pleasantly climate controled, free of annoying weather such as rain, dust or wind and illuminated to suit the tastes of the occupants. What's more, once inside the shoppers and proprietor all remain concealed, such that their business may be conducted with all due respect.

Bridge and Locks systems A feat of engineering not to be missed, crowds often come out to watch, even in inclimate weather. A narrow channel of Kel's Lament cuts through the Merchant's Ward of Inderwick and boats sail up to deliver goods to market here, but the canal must be bridged as well for public transport. The walls of this waterway are lined with limestone and similar stone pilings exist protruding from the water. Through the miracle of fabrication and disintegration, these pilings can be bridged throughout the day or the span can be removed to allow boat travel. As well during the frequent spring floods the limestone walls move to allow waterflow to abate and change course as well as raising or lowering the bed of the chanel.

Harkness Messaging Many different sendings for all your needs. Magic Mouths with pre-recorded missives can be carried by our agents; for more imperative deliveries our tiniest animal emmisaries can carry your words unerringly to its intended recipient. For discreet conveyance wind carries better than even pigeons; whisper your words in one of our "zephyr booths" and your voice will carry miles to the location of your choosing. Finally for conversations on the go, grab some of our "mobile vocal" devices. These hand-held tablets can be spoken into so that your words are delivered to those holding receivers keyed to yours; they can then answer you back at the push of a button.


Read up on the Eberron campaign setting. 'Magi-tech' is major part of the setting and flavour. Lots of good ideas in it.

Home care for the Aged Government run homes where carers use Unseen Servant, Prestidigitaion, Endure Elements and Polypurpose Panacea(pain relief) to care for the elderly. Once a day the residents get Lesser Age Resistance cast on them to help their mobility.

OR this could be made a city wide enchantment, increasing the viable working age limit for citizens considerably.

Non alcoholic alcohol ordinance No alcohol is allowed within city limits BUT a license can be obtained to sell non alcoholic drinks affected by Polypurpose Panacea to have the same effect of alcohol but without the health risks.

Designated Magic Enhanced Quarters Certain areas of the city have certain skills enhanced for anyone carrying a specific token, licensed from the council of course. Essentially, the healers quarter has grants a bonus to Heal, craftsman quarter gives the bonus to crafting, entertainment to perform etc. (wide area variants on Crafters's Fortune).


57: Timeless Storage. This storage facility has lockers that once shut, time passes at 1 to 500 slower. The inventor is in a special locker not to be opened till the time travel spell is invented. I designed this for DC comics as an evil plot by the Clock King, that turned into a major business.


58: Proper Language.

Due to the concerns of a great many mothers, the local mage guild has cast a very specific transmutation effect upon the city- any curse word uttered sounds like the word 'Boop'. Repeated use of such words or attempts to circumvent the effect immediately inform the closest mothers in range.

This effect extends out a full mile from the city walls, in addition to blanketing everywhere inside the city from the mayor's office, the brothels, the inns and sewers.


59: The Sanguinarium
This grand structure is far more than an infirmary. It is a teaching factility as well, designed by an ancient damphir mystic theurge. She envisioned the Sanginarium as a place where blood and life would be examined, scrutinized and learned from.

The facility will heal the wounded; soldiers or guardsmen wounded in battle, citizens injured in the course of their daily labors, or travelers with exceptionally dangerous lifestyles. However the blood of their wounds is given voice by the very walls and resources of the place.

Blood Biographies are generated by the fluid collected. These tomes literally pen themselves, journalling the victim's vital stats, the nature and timing of their wounds even if they cannot recall this ifformation due to trauma, and even the victim's identity for the purposes of record retention. This is an amazing diagnostic tool that helps the staff of the Sanguinarium treat similar wounds as time goes on.

Donation services are also available here. Along with mundane uses, benefactors have the option of very realistically saving lives. For a small monetary incentive a benefactor may give of their own blood, like many Martyrs before them, so that patients able to do so may sup on the blood to heal their own wounds for instantaneous relief. In this way divine energies are reserved for the immediate needs while triage can take advantage of these gifts.

Such donations also aid the spellcasters of the Sanguinarium. Deeper bleeding is fed through special transmutation equipment to yield life-saving material components to fuel the sustaining magics of the staff.

All of the staff alligned to the Sanguinarium signs a pact to donate their own blood to the facility. As these spellcasters often learn or create many unique magics, the blood is stored and then utilized by the living within hours of arrival. In this way spells are passed from one master to the next and thus the staff here are always at the cutting edge of their profession.

Of course, over the past 2 centuries of operation in the city of Inderwick the Sanguinarium has had its share of unscrupulous administrators. These villains have added regimes of torture or bloodletting in order to pursue their own personal quests for power and dominance. Regardless, the Sanguinarium continues to operate under the auspices of the Citadel Ward and its local governmental regulators.

The facility is housed in an outer district of the Citadel known as the Crimson District. It is a multi-storied structure fronted by ancient collonades and infused into the super-structure of the greater castle that encapsulates the ward. Interior chambers are well lit with vaults cooled and kept dim for housing the life-giving fluid for which the Sanguinarium is named.

The Exchange

60. Staffs of Mending/Make Whole commissioned for emergency repairs. "Let nothing stand in the way of commerce!"

Pot holes, Bah! Broken carriages blocking traffic? Fixed, ticketed and impounded. Catapults sabotaged and drawbridge compromised? Surprise Surprise Surprise...


61. Transmutations and Glamours make everybody on the streets look like the picture of perfection, and Endure Elements spells negates the need for sensible clothing.


Raiderrpg wrote:

58: Proper Language.

Due to the concerns of a great many mothers, the local mage guild has cast a very specific transmutation effect upon the city- any curse word uttered sounds like the word 'Boop'. Repeated use of such words or attempts to circumvent the effect immediately inform the closest mothers in range.

This effect extends out a full mile from the city walls, in addition to blanketing everywhere inside the city from the mayor's office, the brothels, the inns and sewers.

Reminds me of the Intergalactic Consortium of Angry Housewives.

Also the brothels should be particularly amusing. Oh Boop. Oh Boop. Oh Boop.

The "nearest mother" would be driven mad. Perhaps that post is the lowest rung of the organization or where they send the mothers that need punishment. LIke KP in the army. "Since you messed up the bake sale so thoroughly you've got brothel adjacent duty, Sharon."


VRMH wrote:
61. Transmutations and Glamours make everybody on the streets look like the picture of perfection, and Endure Elements spells negates the need for sensible clothing.

You just watch the 5th Element again old man?

62. Parks outfitted with unseen servants armed with brushes, frisbees or tennis balls; pools of constantly replenishing drinking water; still more servants with scoopers and bags for "cleanup". This green space could be maintained with clear domes projecting Daylight and timed create water spells to simulate outdoor conditions for optimal growth and nourishment of the foliage. Now you have somewhere for favored pets, mounts, animal companions and familiars to frolic.

63. Monster bladders, sewn together in massive, elaborate shapes like castles or the monsters they once were, then inflated with Gust of Wind spells for the amusement of children. Optionally levitation spells can be employed as well or alchemical gasses infused in the Gust of Wind so that the inflations might be used to decorate the settlement in times of parade or other events.


64. Clean street. The rodents in the houses on this street are specially cursed to obsessively clean. The effect has spilled out into the street making tracking impossible. What the mice, rats, and squirrels cannot eat they compost around the trees or toss in the trash.


Awesome. Dotting for future world building spree. Will try to contribute something soon too


For interesting ways to use Create Water, here is a link to a thread where I and a couple other folks made some suggestions.

The Exchange

65. Symbol of Revelation(permanent)
Main gate entry into the castle/city. Probably a few others in obvious and not so obvious locations.

ie moneychangers, Thieves Guild HQ, sheriff's office, farmers' market outside the gate but under observation/patrol, court.

66. Symbol of Persuasion(permanent)
Brothel, gossip monger, mediator, diplomats, spies would certainly see rewards that outweigh the cost, investing in strategically locating these symbols.

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