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Temple of the Gods 5e

Within the parameters of enclosing an interior, getting walls, a ceiling, and a door, the temple could take on any appearance desired by the caster. There could be as many windows and as many levels of illumination on the inside, which exuded the perfume of burning incense. Only creatures that the caster designated could open or close the door.

Among celestials, fey, fiends, or undead, the temple opposed one type of creature chosen by the caster. As if under the influence of a bane spell, creatures of the chosen type could only enter the temple if they resisted the spell’s repulsion. The temple blocked divination sensors aimed at the outside world or people inside.

Temple of the Gods 5e

  • 1 hour of casting
  • casting
  • casting: 120 feet
  • Materials: wood, fiber, metal
  • Time: 24 hours
  • No scaling
  • Casters: Cleric

The temple’s structure extended into the Ethereal Plane, and its magical materials could not be traversed. Magic dispelling and even antimagic field were not effective against it. This spell was the only one capable of destroying a of the gods. During the spell, the temple disappeared after twenty-four hours. If the spell was cast once a day at an equivalent place for a full year, the would become permanent.

The bottom of the temple you’ll see within range slowly shimmers into existence when you cause it. In order to fit the temple, it must fit within a 120-foot cube with all four sides unoccupied. When the spell ends, the temple remains. The holy symbol is dedicated to whatever god, pantheon, or philosophy the casting represents.

The temple’s appearance is entirely up to you. Floor, walls, and a roof keep the inside enclosed, and tem a door provides access to the interior, as well as a number of windows. When the spell is cast, it can only be cast by you and the creatures you designate. An idol or altar is located at one end of the temple’s interior. You can choose to have the temple illuminated and whether it will be bright or dim. The smell of burning incense fills the air within, and therefore the temperature is mild.

If you cast this spell, the temple will oppose the types of creatures you choose. A Celestial, an Elemental, a Fey, a Fiend, or an Undead can be selected. The creature of the chosen type must make a Charisma saving throw in order to enter the temple. For a period of 24 hours, it isn’t allowed to enter the temple after a failed save. In spite of the creature’s ability to enter the temple, it is hindered by its magic; whenever it makes an attack roll, a capability check, or a saving throw inside of the temple, it must roll a d4 and subtract the number rolled from the d20 roll.

Moreover, divination spells cannot create sensors that appear inside the , and creatures within the temple cannot be targeted by divination spells either. Last but not least, if any creature within the temple regains hit points from a spell of first level or higher, that creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).

By blocking ethereal travel into the temple’s interior, the is formed from the opaque magical force that extends into the ethereal plane. Its outer surface cannot be penetrated by anything. The antimagic field cannot affect it, since dispel magic cannot dispel it. Its destruction is instant. You can make this effect permanent by casting this spell every day for a year on an equivalent spot.

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