Magical Improvements

Magical Improvements

While fantastically expensive, in a fantasy
world it is only to be expected that certain wealthy
and powerful cities might create permanent enchantments to
enhance their city. The published rules incorporate magical
fountains and streetlamps as two examples of this, but certain
magical spells can also be made permanent.

Animated Automation (5 BP per building or 25 BP per hex):
Permanent animated objects can be used to replace living
laborers. While they cannot perform complex tasks, they have
great strength and endless stamina. Local citizens may resent
the automation of labor cutting into their job opportunities.
Effect +1 Fame. Animated objects in a city must be assigned
to a specific building that provides a bonus to Productivity.
They provide the following additional settlement modifiers: +1
Economy, +1 Productivity, -1 Loyalty. Alternatively, animated
objects can be assigned to a hex with a Farm, Mine, Quarry,
or Sawmill. In such hexes, animated objects usually work
alongside human(oid) laborers, replacing or supplementing
pack animals or operating heavy machinery. Constructs in
these hexes provide +1 additional BP of revenue (or increase
Consumption reduction of a Farm by 1). Prerequisite Cathedral
or Magical Academy.

Deathless Laborers (2 BP per building or 10 BP per hex):
While incapable of skilled labor, mindless undead created
with animate dead are utterly tireless in performing simple,
repetitive tasks. Animated skeletons and zombies can be
created and tasked to perform such simple labor, increasing
economic productivity but making the general populace
nervous about the possibility of the undead breaking loose
and going on a rampage against the living. Effect Infamy +1.
Deathless laborers in a city must be assigned to a specific
building that provides a bonus to Productivity. They provide
the following additional settlement modifiers: Economy +1,
Productivity +1, Danger +1. Alternatively, deathless laborers can
be assigned to a hex with a Farm, Mine, Quarry, or Sawmill;
undead in these hexes provide +1 additional BP of revenue
(or increase Consumption reduction of a Farm by 1), while
creating +1 Unrest and increasing Danger in that hex by 5.
Prerequisite Caster’s Tower or Temple; Tunnels or Graveyard.

Forbiddance (20 BP per lot, 35 BP per lot with password):
You cover one lot with forbiddance spells, blocking
teleportation or planar travel through that lot as well as
blocking physical entry. Any building in that lot is treated as
an impassable building for creatures whose alignment does not
match the alignment of the deity to whom the Cathedral in the
settlement is dedicated. If a PC or allied NPC is of sufficient
level to cast the requisite forbiddance spells, they may choose
to set a different alignment. By paying a higher BP cost, the
forbiddance effect can include a password allowing differently
aligned creatures to physically enter the area without harm.
This halves the Loyalty and Unrest modifiers. Effect Defense
2 (4 vs. extraplanar creatures), Stability +2, Loyalty -2,
Unrest +1d4; the Loyalty and Unrest modifiers are doubled if
the alignment of the forbiddance effect is different than the
kingdom’s alignment. Prerequisite Cathedral.

Hallow/Unhallow (20 BP per lot): You can lay a series of
hallow or unhallow spells to cover a lot and the building it
contains. A companion spell can be attached to the hallow/
unhallow, which increases the cost by 20 BP times the level of
the companion spell. The companion spell must be renewed
once per year, requiring the same BP expenditure (but not the
base 20 BP for the hallow/unhallow itself). Effect Fame +1,
Defense +2 vs. evil creatures (or good creatures, for unhallow;
+4 vs. extraplanar creatures and undead), Stability +1.
Prerequisite Cathedral, Sacred Grove, or Temple.

Magical Alarm (5 BP per lot): You can place multiple
permanent alarm and/or magic mouth spells on a single
building, helping to guard it against unauthorized entry
without proper passwords or other tokens. Buildings occupying
more than one lot must have magical alarms placed in all lots.
Effect Crime -1, Stability +1. Prerequisite Caster’s Tower.

Permanent Teleportation Circle (30 BP): You can create
a permanent teleportation circle within any one of your
buildings. It allows one-way travel to a specified destination
that cannot be changed, though a second teleportation circle
can be created at that destination point, which can be created
leading back to the point of origin of the first teleportation
circle. A teleportation circle is able to transport one Large
or four Medium or smaller creatures per round but cannot
transport carts, wagons, or other vehicles larger than Medium
size, nor any type of unattended objects. Only objects
carried by the creature(s) triggering the teleportation circle
can be brought through it. Effect Economy +2, Productivity
+1, Society +1. Prerequisite Caster’s Tower, Magic Shop, and
Magical Academy.

Private Sanctum (50 BP per lot): You can shroud a city lot
with a permanent magical barrier that blocks divinations
as well as defeating ordinary spying, observation, and
eavesdropping into or within the target lot. While this keeps
secrets secret, it also facilitates backroom dealings within your
own government. Effect Corruption +1, Law +1, and increase
the DC of Espionage edicts against your kingdom by +2 per
block. Prerequisite Caster’s Tower and Magical Academy.

Magical Improvements

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