Wizard's TowerEquipment 13
Source Pathfinder Lost Omens: The Grand Bazaar
Price 2,500 gp
Weight negligible
A wizard's tower is a tiny gaming piece carved into the form of a stone tower.
Activate (10 minutes) command, envision, Interact
Effect The gaming piece transforms into a fully furnished stone tower 80 feet high and 30 feet in diameter. The tower is topped by a peaked wooden roof, with a wooden door on the second floor accessed by wooden stairs on the tower's exterior. A spiral staircase in the center of the tower connects its 6 floors. The bottom floor is empty, ideal for storage, and the second floor is a great hall for audiences and guests. The third and fourth floors are divided into servants quarters and guest rooms, while the top two floors feature luxurious personal chambers and an alchemy lab. You can revert the tower back to its original state by climbing to the top floor and using an action to speak a command word.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ConjurationEffects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, teleportation, or moving things from place to place.
MagicalSomething with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
StructureAn item with the structure trait creates a magical building or other structure when activated. The item must be activated on a plot of land free of other structures. The structure adapts to the natural terrain, adopting the structural requirements for being built there. The structure adjusts around small features such as ponds or spires of rock, but it can't be created on water or other nonsolid surfaces. If activated on snow, sand dunes, or other soft surfaces with a solid surface underneath, the structure's foundation (if any) reaches the solid ground. If an item with this trait is activated on a solid but unstable surface, such as a swamp or an area plagued by tremors, roll a @Check[type:flat|dc:3] each day; on a failure, the structure begins to sink or collapse. The structure doesn't harm creatures within the area when it appears, and it can't be created within a crowd or in a densely populated area. Any creature inadvertently caught inside the structure when the item is activated ends up unharmed inside the complete structure and always has a clear path of escape. A creature inside the structure when the activation ends isn't harmed, and it lands harmlessly on the ground if it was on an upper level of the structure.