How to Choose the Perfect Wizard’s Lair: A Guide to Magical Real Estate

Here’s the gritty truth about choosing a wizard’s abode, bit by grumpy bit:

  1. Security First: Security is the top priority. Wizards are always meddling with forces that can attract the wrong kind of attention – rival spellcasters, curious adventurers, or worse. A secluded location, well-hidden or guarded by powerful enchantments, ensures privacy and safety. For instance, illusion spells can render a place invisible to the untrained eye, while wards can keep out intruders or alert the wizard to their presence. The key is balancing accessibility for those who are welcome (like fellow wizards or trusted suppliers) and impenetrability for those who aren’t. Too out in the open, and you’re asking for trouble; too hidden, and you might find yourself cut off from the world.
  2. Accessibility to Resources: Wizards can’t conjure up spell components from thin air. Well, not usually. They need a steady supply of herbs, minerals, and other esoteric ingredients. Living near a town can facilitate easy trade, but being too close can lead to unwanted scrutiny. Proximity to natural resources – like a forest rich in herbs or a mountain full of minerals – can be a goldmine. Wizards also need things like books, scrolls, and the occasional rare artifact. Living within a reasonable distance of civilization, while maintaining privacy, strikes a fine balance. Remember, a wizard without supplies is like a blacksmith without an anvil.
  3. Mana and Ley Lines: Magical energy isn’t the same everywhere. Some places teem with arcane power, making spells more potent or research more fruitful. Ley lines, natural areas of power, and places steeped in ancient magic can provide a significant boost. A savvy wizard will seek out these hotspots, as they can be game-changers for magical work. However, these places often attract competition, or they might have inherent dangers (like unstable magic or ancient curses). A wizard’s home in such a location can become a center of power but also a magnet for challenges.
  4. A Place for Experiments: Wizards need space to experiment, and different types of wizards have different needs. Alchemists might require a well-ventilated area for their potions and concoctions. Those who specialize in summoning might need summoning circles or containment rooms. A tower can offer a vertical separation of functions – living quarters, library, laboratory, all stacked up. An underground lair can provide isolation and containment, useful for experiments that are… let’s say, louder or more explosive. The key is having enough space to work without endangering oneself or one’s work.
  5. Defensibility: A wizard’s home is often their fortress. Towers have a natural advantage of height – you can see trouble coming from miles away. Plus, only one way up makes it easier to defend. Underground lairs, on the other hand, use the earth itself as a shield. They can be harder to find and can withstand sieges and attacks better than above-ground structures. The choice depends on what you’re defending against: a tower may be better for warding off physical attackers, while an underground lair might be safer against magical threats.
  6. Comfort and Climate: Let’s not forget the basics – living conditions. Wizards might be hardy, but they’re not immune to the elements. A home with a comfortable climate, either naturally or magically altered, is essential. A home in a harsh environment can wear down even the most resilient wizard. Comfort extends to the interior as well – a cozy study, a spacious workshop, the right ambiance for concentration and inspiration. Sure, wizards can magically control their environment to some extent, but why waste energy on that when you could be casting more interesting spells?
  7. Symbolism and Prestige: Finally, the image. For some wizards, the appearance of their abode is as important as its function. A towering spire, an ancient castle, a mystical cave – these can be symbols of power and knowledge. They can intimidate rivals and impress allies. It’s part ego, part strategy. A prestigious abode can attract students, benefactors, and even political allies. However, it can also attract envy and challenges from those looking to make a name for themselves. It’s a double-edged sword, this business of prestige.

Pfft, wizards and their fanciful needs. But get these things right, and you’ve got yourself a proper wizard’s tower, cave, or whatever tickles your magical fancy. Just don’t forget to put a ‘do not disturb’ sign on the door.

Mr. Sterling, a magical butler (5e)

Type: Medium Construct (Homunculus)

Alignment: Neutral

AC: 15 (Natural Armor)

HP: 68 (8d8 + 32)

Speed: 30 ft., climb 20 ft.

STR: 12 (+1) | DEX: 14 (+2) | CON: 18 (+4) | INT: 17 (+3) | WIS: 16 (+3) | CHA: 14 (+2)

Skills: Perception +6, Stealth +5

Senses: Darkvision 60 ft., passive Perception 16

Languages: Understands the languages of its creator but can’t speak

Challenge: 4 (1,100 XP)

Abilities:

  • Magic Resistance: Advantage on saving throws against spells and other magical effects.
  • Servant’s Loyalty: If the wizard is attacked, Jeeves gains advantage on attack rolls against the assailant.
  • Telepathic Bond: While on the same plane of existence, Jeeves and its master can communicate telepathically.

Actions:

  • Multiattack: Jeeves makes two melee attacks.
  • Silver Tray Bash: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
  • Soothing Elixir: Jeeves administers a healing potion to an ally within 5 feet, healing 2d4+2 HP.

Mr. Sterling, a magical butler (SWADE)

Type: Construct

Attributes: Agility d8, Smarts d10, Spirit d6, Strength d6, Vigor d8

Skills: Athletics d6, Fighting d8, Notice d8, Persuasion d6, Stealth d8, Healing d6

Pace: 6; Parry: 7; Toughness: 8

Special Abilities:

  • Constructed: +2 to recover from being Shaken; Doesn’t breathe, eat, or sleep; Immune to poison and disease.
  • Loyal Servant: Gains a +2 bonus to support rolls when aiding their master or their master’s allies.
  • Magic Resistance: Armor 2 against magical attacks.
  • Telepathic Link: Can communicate telepathically with their master within a range of 1 mile.

Gear:

  • Magical Tray: Str+d4, can be used to block attacks (+1 Parry).
  • Healing Elixirs: Has a stash of magical potions that can be used to heal; works like the Healing power with d6 Power Points.