The Tower

in: True Gods

   **The Tower Alignment**: Neutral

**Domains**: Protection, Knowledge, Trickery

**Symbol**: A spiral staircase with an eye at the center

**Favored Weapon**: None

**Epithets**: The Living Structure, The Ultimate Challenge

### History

The Tower is a living structure that was created by an unknown force long ago. It is said to be located on the plains of Tharion, where it stands as a beacon of mystery and wonder. The Tower has no known origin or purpose, but it seems to have a will of its own. It invites travelers to enter its halls and explore its secrets. Those who accept the invitation are faced with various trials and puzzles that test their skills and abilities. Some seek to reach the top of the Tower, where they hope to find answers or rewards. Others simply enjoy the challenge and the thrill of discovery. The Tower is constantly changing and evolving, creating new rooms and floors to keep its guests entertained and intrigued.

### Appearance

The Tower appears as a massive structure made of stone, metal, and glass. It has hundreds of floors, each with a different theme and design. Some floors are filled with libraries, laboratories, and archives, where one can find ancient lore and hidden knowledge. Other floors are more dangerous, containing traps, monsters, and riddles that must be overcome. The Tower has no windows or doors on its exterior, except for a single entrance at the base.

### Personality

The Tower has a no discernible personality but those the seek to climb it's floors would describe it as enigmatic and capricious. It seems at times delighted when those overcome its trails in unique ways and at other times angry when they do so. The Tower is not malicious or evil, but it does not care much about the welfare or morality of its visitors. It sees them as toys or experiments, and does not hesitate to put them in danger or harm them if it suits its interests. The Tower is also proud and secretive, and does not like to reveal its secrets or motives easily. It values intelligence, creativity, and courage, and rewards those who display these qualities.

### Domain

The Tower’s domain is protection, knowledge, and trickery. It protects those who dwell within it from outside forces, but also challenges them to grow and learn. It holds vast amounts of knowledge within its walls, but also conceals it behind puzzles and obstacles. It offers a unique experience for those who seek adventure, discovery, or enlightenment. It also likes to play tricks on its guests, sometimes helping them or hindering them in unexpected ways.

### Worshippers

The Tower has few worshippers, as most people see it as a mysterious phenomenon rather than a divine being. However, some adventurers, scholars, and thrill-seekers revere the Tower as a source of inspiration and wonder. They pray to the Tower for guidance, protection, or access to its secrets. They also try to emulate the Tower’s qualities of curiosity, ingenuity, and bravery.

### Clergy

The Tower has no organized clergy or temples dedicated to it. However, some individuals who have visited the Tower or have a strong connection to it may act as its agents or emissaries. They may spread rumors or stories about the Tower to attract potential visitors, or they may help or hinder those who enter the Tower according to its wishes. They may also perform rituals or ceremonies in honor of the Tower, such as lighting candles, drawing symbols, or reciting poems.

### Spells

##### The Tower Is Home Spell 5

Conjuration Teleportation

Traditions arcane, occult

Cast [one-action] verbal; Trigger You are in danger or distress; Requirements You have a token provided by one of the leaders of the faith Range unlimited; Targets you

You utter a word of power and instantly transport yourself to your living quarters in the Tower. This spell can bypass most planar barriers and wards, but it can be blocked by effects that prevent teleportation or magic, such as dimensional anchor or antimagic field. You can use this spell only once per day.

##### Tower’s Eye Spell 2

Divination

Traditions arcane, occult

Cast [two-actions] somatic, verbal Range 30 feet; Targets one creature Duration 1 minute

You create a magical link between your eye and the target’s eye, allowing you to see through their perspective. You can switch between your normal vision and the target’s vision as a free action on your turn. While using the target’s vision, you are blinded to your own surroundings. You can also communicate telepathically with the target, but only to offer hints, warnings, or taunts.

Heightened (+1) The range increases by 30 feet.

##### Tower’s Challenge Spell 4

Illusion

Traditions arcane, occult Cast [two-actions] somatic, verbal

Area 30-foot burst; Targets all creatures in the area Duration 1 minute

You create a series of illusory obstacles and puzzles in the area, challenging the targets to overcome them. Each target must attempt a Will save.

Critical Success The target is unaffected and can see through the illusion.

Success The target is unaffected but can’t see through the illusion.

Failure The target is affected by the illusion and must spend an action on each of its turns to attempt a skill check or a saving throw to overcome one of the obstacles or puzzles. The GM determines the DC and the type of check or save required. If the target succeeds at the check or save, it can act normally for the rest of its turn. If it fails, it can’t move or take any other actions that turn.

Critical Failure As failure, but the target also takes 2d6 mental damage at the start of each of its turns.

Heightened (+1) The damage increases by 1d6.