[conjuration/summoning]
Caster Level 12
Range 0
Area of Effect 10-ft. cube
Duration See description
Save None
Aura Strong/Strong
Class Requirement none
Encumbrance none
XP Vale/GP Value 7,000 XP/27,500 g.p.
This small cube (3/4-inch) can transform into a defensible tower.
Activate Tower. [innate] (declared; major) This cube is activated when an attuned possessor presses one side. When activated, the cube grows and transforms over the course of 1 round into a 30-ft. tall by 20-ft. square metal tower. There is no limit to the duration.
The tower sports one 5-ft. metal door that faces the attuned possessor when the tower appears. The door cannot be opened by any creature other than the attuned possessor. The door is immune to magical opening effects (cf. knock spells). The attuned possessor can verbally command the door to open or close as a minor action.
The tower is seemingly made of adamantite, has 200 shp, and is immune to non-siege weapons, even if magical. The tower can only be damaged by blunt/bludgeoning siege weapons (e.g. catapult ammunition).
The tower has a ground level, 2 walkways (one at 10-ft. and another at 20-ft.) and the tower top, surrounded by a battlement. Ladders connect the levels and the tower top has a hatch that can be barred from the inside. The hatch can be opened or closed by the attuned possesor as per the front door. One each level and each side there are 3 arrow-slits (except for the space where the door is located).
To transform a tower back into a cube, the attuned possessor must exit the tower using the front door, close the door, and verbally command the tower to transform back into a cube. Any creatures or objects inside the tower when it transforms into a cube are deposited (gently) on the ground (roughly in the positions they were in the tower; Creatures on top of each other may become prone).
The tower will only transform on stable ground (as determined by the GM). It cannot appear in mid-air or on platforms that cannot support it's weight. The tower will not appear if the terrain (ground) is not relatively (per the GM) flat. The tower is considered rooted into the ground and cannot be tipped over.
The tower cannot appear in a space obstructed by terrain, structures, or large (per the GM) objects. ie. The tower must have room to grow in all dimensions.
The tower takes a full round to transform. When the tower transforms, any creature in the area occupied by the tower—that cannot move, will be crushed by the tower (per the GM) for 10d10 crushing damage. The GM may rule that creatures are pushed aside rather than crushed. In a similar vein, small unattended objects may be pushed aside or crushed (destroyed).
A tower that is damaged cannot be repaired unless wish-type magic is used (each application repairing 10 shp). The GM will determine whether there is any effect of damage on the tower (cracks, holes). A tower that takes 200 shp will be destroyed and becomes worthless mundane scrap metal.
Dispel magic effects only affect this item if cast "Targeting One Magical Object/Item". If successful, the dispel will negate any commands by the possessor to transform for one round. If in tower form, the item is considered "unattended".