[New Spell] Ghost Workers

Ghost Workers

Stork watched the crew of ghostly peasants as they worked diligently on the small stone tower. The grim sorcerer nodded approvingly then turned to Vistis the Blue Mage.
“I was going to say that investing in that spell on a scroll was a dumb idea,” he confessed, “yet seeing the coming wintery weather it will be good to have a nice fire to while away the cold nights.”
Vistis rolled his eyes behind his thickly lacquered mask. Even when Stork grudgingly admitted something it sounded condescending.

Ghost Workers (Arcane)
Level Arcane 3
Range: Self
Duration: Three days per level of caster or until dispelled.

When cast this spell summons fourth a 1d4 ghostly workers plus 1 per level of the caster. These ghosts are non-combatants and will flee from any violence or combat. On the other hand, these are tireless workers that do not require food, drink or rest. Compelled to work, as long as supplies are available these tireless workers can build a solid house or small tower in three days, further castings of this spell, or castings with other magic-users that also know this spell can build a castle and keep, if a bit smallish, just within a month’s time. The buildings themselves are not magical in any way by the effects of this spell, but they are solid and will have proper ventilation and insulation.

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5 Responses to [New Spell] Ghost Workers

  1. Lum says:

    I’m glad your back, these are fun!

  2. Steve says:

    This is probably the most powerful spell on the blog, considering a wizard can only have one skycastle. A 5th level caster can build 5 towers with one casting. At 10 level it would last long enough to build a castle. Would there be anything stopping a player from casting the spell once a day as they travel to get a chain of inns/castles?

    In D&D the 3rd edition builders guide it would take a 20th level mage using up his 5th level spells for 3 days to build a small tower. In 2nd edition bigbys construction crew gave one pair of hands per level for 12 hours as a 4th level spell with an expensive focus.

    The romans greatest ability was not offensive but the fact they could build a concrete McBunker where ever they went, with a road leading up to it. There are still some functioning aqueducts built by the romans that help supply European cities with water.

  3. bat says:

    @Lum-Thanks a million!
    @Steve- I write as a stream of consciousness, I rarely have any idea where a particular post will go, but I really like your reply and I agree, but I wouldn’t change the spell as is myself. I would present it thusly-
    1) As a spell that the players find as an obstacle to counter, i.e. some weirdo wizard is casting this and making a city somewhere.
    2) A PC has the spell and it awakens the ire of local nobility/bugbear overlords/irritated dragons/etc and guerilla war breaks out against this magical construction.

    • Steve says:

      Its kinda funny that the newest edition of D&D removed Lemonds Secure shelter, along with create water, water/food, & continual light. Making a trip across the dessert to an unknown location harder on a 20th level party than a fighting a dragon. While they could use this spell to make “air wells”, dew collectors & cisterns in a chain across a dessert, all tech from before the calendar switched from BC to AD. I have actually drank from a still working aqueduct built in BC, and there are several places in Europe(mostly salt mines) that you can take a boat ride on an underground lake/river. Aqueducts benefited from a recently discovered UV water purification that is now done in the 3rd world with clear plastic bottles. The romans had evaporative cooling air conditioning in villas along with heated floors, & we just recently figured out how they made concrete that sets under water.

      • bat says:

        Maybe there is some secret plan for a survival splatbook that will reintroduce all of those things. I like the players thinking out situations, but that does take away a lot.

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