Clarity's Mage Tower

## Description

Clarity's mage tower rises towards the sky, standing over 5 stories tall, with smooth stone walls that glitter in the sunlight. The first two floors feature gorgeous stained-glass-style windows depicting several different scenes: one looks like the rolling hills of the Nestle Valley, one looks like a sphinx in flight, one looks like a starry night sky, and one looks like a red dragon coiled around a tree, though there are several others. At night, it is lit up from within and without, with magical lanterns hanging from each spire and a soft glow shining through the colored glass panes.

While the tower starts with a large circular base, it flares out into three separate spires about halfway up the structure. All three spires are similar in size, though one is angled somewhat unnaturally to one side, perhaps for a more efficient conduction of arcane magic through the building. Two balconies wrap around the edges of the two vertical spire peaks, and someone with good eyes can make out small planters full of flowers and plants on the western spire.

The door is made of thick mahogany, and the handle is solid glass, shaped like a large gemstone and emerald green in color. By the door is an engraved plaque neatly bordered with flowers, which reads "Welcome to the Tower of Archmage Callisto." Anyone with a keen eye for flora can discern that the flowers are Uuronian lilacs and delphinium blooms. Those that know Clarity or Delphi will know that these flowers were meant to symbolize Delphi, and that this was Clarity's subtle response to being asked to take Delphi's name off the tower.

## Defenses

All defenses are voice controlled; currently Delphi, Clarity, Calliope, and Cyana's voices are recognized (this can be changed). All DCs are 15.

1. The front door, taken from Delphi's shop, can be turned momentarily (six seconds) be turned into a portal to the feywild with the command phrase "Mercury Ascending". Once used, this ability can never be used again.

2. In the second floor lounge, hidden behind a painting depicting various starcharts, there is the antimagic orb. It is activated with the phrase "Venus Ascending", at which point it emerges and fills the room with an antimagic field for 1 minute. It is deactivated by tearing out a control rune accessible  under the small central rug. Delphi specifically asked that Clarity "let Calliope know about that rune if we ever have the chance bring her in here." Once activated, the orb requires a one hour ritual and a 6th level slot to recharge.

3. Both bedrooms are set with shockwave traps. Whenever someone seeks to enter a room, if they have not been previously allowed in, they must must make a Dexterity save, taking 8d6 lightning damage on a failure and half as much on a success. If they were attempting to enter magically, they must also make a constitution save, and on a failure they are shunted out of the tower. One can be allowed in by saying the phrase "Earth Ascending" in synchrony with the owner of the room, while touching the doorway.

4. Saying "Mars Ascending" causes the circular stair case that winds its way up the tower to turn into a slick slide. "Mars Descending" causes it to reverse.

5. Saying "Jupiter Ascending" In any chamber of the tower will open a small secret compartment at a useful location, containing both a small knife and a small cache of components.

6. Saying "Saturn Ascending" will cause all of the tower windows to become opaque and soundproof and all ventilation to seal, while simultaneously closing all doors and windows. While in this mode, even tiny creatures are unable to enter the tower. "Saturn Descending" ends this effect.

7. Saying "Pluto Ascending" causes the various magical lamps and lanterns in the tower to flare with bright light. Creatures make a Constitution saving throw or are blinded for a round. This ability can only be used once per minute.